Coverage Report

Created: 2023-06-04 01:56

/src/DLXEmu/external/imgui/imgui.cpp
Line
Count
Source (jump to first uncovered line)
1
// dear imgui, v1.89.6 WIP
2
// (main code and documentation)
3
4
// Help:
5
// - Read FAQ at http://dearimgui.com/faq
6
// - Newcomers, read 'Programmer guide' below for notes on how to setup Dear ImGui in your codebase.
7
// - Call and read ImGui::ShowDemoWindow() in imgui_demo.cpp. All applications in examples/ are doing that.
8
// Read imgui.cpp for details, links and comments.
9
10
// Resources:
11
// - FAQ                   http://dearimgui.com/faq
12
// - Homepage & latest     https://github.com/ocornut/imgui
13
// - Releases & changelog  https://github.com/ocornut/imgui/releases
14
// - Gallery               https://github.com/ocornut/imgui/issues/5886 (please post your screenshots/video there!)
15
// - Wiki                  https://github.com/ocornut/imgui/wiki (lots of good stuff there)
16
// - Glossary              https://github.com/ocornut/imgui/wiki/Glossary
17
// - Issues & support      https://github.com/ocornut/imgui/issues
18
19
// Getting Started?
20
// - For first-time users having issues compiling/linking/running or issues loading fonts:
21
//   please post in https://github.com/ocornut/imgui/discussions if you cannot find a solution in resources above.
22
23
// Developed by Omar Cornut and every direct or indirect contributors to the GitHub.
24
// See LICENSE.txt for copyright and licensing details (standard MIT License).
25
// This library is free but needs your support to sustain development and maintenance.
26
// Businesses: you can support continued development via invoiced technical support, maintenance and sponsoring contracts. Please reach out to "contact AT dearimgui.com".
27
// Individuals: you can support continued development via donations. See docs/README or web page.
28
29
// It is recommended that you don't modify imgui.cpp! It will become difficult for you to update the library.
30
// Note that 'ImGui::' being a namespace, you can add functions into the namespace from your own source files, without
31
// modifying imgui.h or imgui.cpp. You may include imgui_internal.h to access internal data structures, but it doesn't
32
// come with any guarantee of forward compatibility. Discussing your changes on the GitHub Issue Tracker may lead you
33
// to a better solution or official support for them.
34
35
/*
36
37
Index of this file:
38
39
DOCUMENTATION
40
41
- MISSION STATEMENT
42
- CONTROLS GUIDE
43
- PROGRAMMER GUIDE
44
  - READ FIRST
45
  - HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
46
  - GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
47
  - HOW A SIMPLE APPLICATION MAY LOOK LIKE
48
  - HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
49
- API BREAKING CHANGES (read me when you update!)
50
- FREQUENTLY ASKED QUESTIONS (FAQ)
51
  - Read all answers online: https://www.dearimgui.com/faq, or in docs/FAQ.md (with a Markdown viewer)
52
53
CODE
54
(search for "[SECTION]" in the code to find them)
55
56
// [SECTION] INCLUDES
57
// [SECTION] FORWARD DECLARATIONS
58
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
59
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
60
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
61
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
62
// [SECTION] MISC HELPERS/UTILITIES (File functions)
63
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
64
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
65
// [SECTION] ImGuiStorage
66
// [SECTION] ImGuiTextFilter
67
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
68
// [SECTION] ImGuiListClipper
69
// [SECTION] STYLING
70
// [SECTION] RENDER HELPERS
71
// [SECTION] INITIALIZATION, SHUTDOWN
72
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
73
// [SECTION] INPUTS
74
// [SECTION] ERROR CHECKING
75
// [SECTION] LAYOUT
76
// [SECTION] SCROLLING
77
// [SECTION] TOOLTIPS
78
// [SECTION] POPUPS
79
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
80
// [SECTION] DRAG AND DROP
81
// [SECTION] LOGGING/CAPTURING
82
// [SECTION] SETTINGS
83
// [SECTION] LOCALIZATION
84
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
85
// [SECTION] DOCKING
86
// [SECTION] PLATFORM DEPENDENT HELPERS
87
// [SECTION] METRICS/DEBUGGER WINDOW
88
// [SECTION] DEBUG LOG WINDOW
89
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
90
91
*/
92
93
//-----------------------------------------------------------------------------
94
// DOCUMENTATION
95
//-----------------------------------------------------------------------------
96
97
/*
98
99
 MISSION STATEMENT
100
 =================
101
102
 - Easy to use to create code-driven and data-driven tools.
103
 - Easy to use to create ad hoc short-lived tools and long-lived, more elaborate tools.
104
 - Easy to hack and improve.
105
 - Minimize setup and maintenance.
106
 - Minimize state storage on user side.
107
 - Minimize state synchronization.
108
 - Portable, minimize dependencies, run on target (consoles, phones, etc.).
109
 - Efficient runtime and memory consumption.
110
111
 Designed for developers and content-creators, not the typical end-user! Some of the current weaknesses includes:
112
113
 - Doesn't look fancy, doesn't animate.
114
 - Limited layout features, intricate layouts are typically crafted in code.
115
116
117
 CONTROLS GUIDE
118
 ==============
119
120
 - MOUSE CONTROLS
121
   - Mouse wheel:                   Scroll vertically.
122
   - SHIFT+Mouse wheel:             Scroll horizontally.
123
   - Click [X]:                     Close a window, available when 'bool* p_open' is passed to ImGui::Begin().
124
   - Click ^, Double-Click title:   Collapse window.
125
   - Drag on corner/border:         Resize window (double-click to auto fit window to its contents).
126
   - Drag on any empty space:       Move window (unless io.ConfigWindowsMoveFromTitleBarOnly = true).
127
   - Left-click outside popup:      Close popup stack (right-click over underlying popup: Partially close popup stack).
128
129
 - TEXT EDITOR
130
   - Hold SHIFT or Drag Mouse:      Select text.
131
   - CTRL+Left/Right:               Word jump.
132
   - CTRL+Shift+Left/Right:         Select words.
133
   - CTRL+A or Double-Click:        Select All.
134
   - CTRL+X, CTRL+C, CTRL+V:        Use OS clipboard.
135
   - CTRL+Z, CTRL+Y:                Undo, Redo.
136
   - ESCAPE:                        Revert text to its original value.
137
   - On OSX, controls are automatically adjusted to match standard OSX text editing shortcuts and behaviors.
138
139
 - KEYBOARD CONTROLS
140
   - Basic:
141
     - Tab, SHIFT+Tab               Cycle through text editable fields.
142
     - CTRL+Tab, CTRL+Shift+Tab     Cycle through windows.
143
     - CTRL+Click                   Input text into a Slider or Drag widget.
144
   - Extended features with `io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard`:
145
     - Tab, SHIFT+Tab:              Cycle through every items.
146
     - Arrow keys                   Move through items using directional navigation. Tweak value.
147
     - Arrow keys + Alt, Shift      Tweak slower, tweak faster (when using arrow keys).
148
     - Enter                        Activate item (prefer text input when possible).
149
     - Space                        Activate item (prefer tweaking with arrows when possible).
150
     - Escape                       Deactivate item, leave child window, close popup.
151
     - Page Up, Page Down           Previous page, next page.
152
     - Home, End                    Scroll to top, scroll to bottom.
153
     - Alt                          Toggle between scrolling layer and menu layer.
154
     - CTRL+Tab then Ctrl+Arrows    Move window. Hold SHIFT to resize instead of moving.
155
   - Output when ImGuiConfigFlags_NavEnableKeyboard set,
156
     - io.WantCaptureKeyboard flag is set when keyboard is claimed.
157
     - io.NavActive: true when a window is focused and it doesn't have the ImGuiWindowFlags_NoNavInputs flag set.
158
     - io.NavVisible: true when the navigation cursor is visible (usually goes to back false when mouse is used).
159
160
 - GAMEPAD CONTROLS
161
   - Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'.
162
   - Particularly useful to use Dear ImGui on a console system (e.g. PlayStation, Switch, Xbox) without a mouse!
163
   - Download controller mapping PNG/PSD at http://dearimgui.com/controls_sheets
164
   - Backend support: backend needs to:
165
      - Set 'io.BackendFlags |= ImGuiBackendFlags_HasGamepad' + call io.AddKeyEvent/AddKeyAnalogEvent() with ImGuiKey_Gamepad_XXX keys.
166
      - For analog values (0.0f to 1.0f), backend is responsible to handling a dead-zone and rescaling inputs accordingly.
167
        Backend code will probably need to transform your raw inputs (such as e.g. remapping your 0.2..0.9 raw input range to 0.0..1.0 imgui range, etc.).
168
      - BEFORE 1.87, BACKENDS USED TO WRITE TO io.NavInputs[]. This is now obsolete. Please call io functions instead!
169
   - If you need to share inputs between your game and the Dear ImGui interface, the easiest approach is to go all-or-nothing,
170
     with a buttons combo to toggle the target. Please reach out if you think the game vs navigation input sharing could be improved.
171
172
 - REMOTE INPUTS SHARING & MOUSE EMULATION
173
   - PS4/PS5 users: Consider emulating a mouse cursor with DualShock touch pad or a spare analog stick as a mouse-emulation fallback.
174
   - Consoles/Tablet/Phone users: Consider using a Synergy 1.x server (on your PC) + run examples/libs/synergy/uSynergy.c (on your console/tablet/phone app)
175
     in order to share your PC mouse/keyboard.
176
   - See https://github.com/ocornut/imgui/wiki/Useful-Extensions#remoting for other remoting solutions.
177
   - On a TV/console system where readability may be lower or mouse inputs may be awkward, you may want to set the ImGuiConfigFlags_NavEnableSetMousePos flag.
178
     Enabling ImGuiConfigFlags_NavEnableSetMousePos + ImGuiBackendFlags_HasSetMousePos instructs Dear ImGui to move your mouse cursor along with navigation movements.
179
     When enabled, the NewFrame() function may alter 'io.MousePos' and set 'io.WantSetMousePos' to notify you that it wants the mouse cursor to be moved.
180
     When that happens your backend NEEDS to move the OS or underlying mouse cursor on the next frame. Some of the backends in examples/ do that.
181
     (If you set the NavEnableSetMousePos flag but don't honor 'io.WantSetMousePos' properly, Dear ImGui will misbehave as it will see your mouse moving back & forth!)
182
     (In a setup when you may not have easy control over the mouse cursor, e.g. uSynergy.c doesn't expose moving remote mouse cursor, you may want
183
     to set a boolean to ignore your other external mouse positions until the external source is moved again.)
184
185
186
 PROGRAMMER GUIDE
187
 ================
188
189
 READ FIRST
190
 ----------
191
 - Remember to check the wonderful Wiki (https://github.com/ocornut/imgui/wiki)
192
 - Your code creates the UI, if your code doesn't run the UI is gone! The UI can be highly dynamic, there are no construction or
193
   destruction steps, less superfluous data retention on your side, less state duplication, less state synchronization, fewer bugs.
194
 - Call and read ImGui::ShowDemoWindow() for demo code demonstrating most features.
195
 - The library is designed to be built from sources. Avoid pre-compiled binaries and packaged versions. See imconfig.h to configure your build.
196
 - Dear ImGui is an implementation of the IMGUI paradigm (immediate-mode graphical user interface, a term coined by Casey Muratori).
197
   You can learn about IMGUI principles at http://www.johno.se/book/imgui.html, http://mollyrocket.com/861 & more links in Wiki.
198
 - Dear ImGui is a "single pass" rasterizing implementation of the IMGUI paradigm, aimed at ease of use and high-performances.
199
   For every application frame, your UI code will be called only once. This is in contrast to e.g. Unity's implementation of an IMGUI,
200
   where the UI code is called multiple times ("multiple passes") from a single entry point. There are pros and cons to both approaches.
201
 - Our origin is on the top-left. In axis aligned bounding boxes, Min = top-left, Max = bottom-right.
202
 - This codebase is also optimized to yield decent performances with typical "Debug" builds settings.
203
 - Please make sure you have asserts enabled (IM_ASSERT redirects to assert() by default, but can be redirected).
204
   If you get an assert, read the messages and comments around the assert.
205
 - C++: this is a very C-ish codebase: we don't rely on C++11, we don't include any C++ headers, and ImGui:: is a namespace.
206
 - C++: ImVec2/ImVec4 do not expose math operators by default, because it is expected that you use your own math types.
207
   See FAQ "How can I use my own math types instead of ImVec2/ImVec4?" for details about setting up imconfig.h for that.
208
   However, imgui_internal.h can optionally export math operators for ImVec2/ImVec4, which we use in this codebase.
209
 - C++: pay attention that ImVector<> manipulates plain-old-data and does not honor construction/destruction (avoid using it in your code!).
210
211
212
 HOW TO UPDATE TO A NEWER VERSION OF DEAR IMGUI
213
 ----------------------------------------------
214
 - Overwrite all the sources files except for imconfig.h (if you have modified your copy of imconfig.h)
215
 - Or maintain your own branch where you have imconfig.h modified as a top-most commit which you can regularly rebase over "master".
216
 - You can also use '#define IMGUI_USER_CONFIG "my_config_file.h" to redirect configuration to your own file.
217
 - Read the "API BREAKING CHANGES" section (below). This is where we list occasional API breaking changes.
218
   If a function/type has been renamed / or marked obsolete, try to fix the name in your code before it is permanently removed
219
   from the public API. If you have a problem with a missing function/symbols, search for its name in the code, there will
220
   likely be a comment about it. Please report any issue to the GitHub page!
221
 - To find out usage of old API, you can add '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' in your configuration file.
222
 - Try to keep your copy of Dear ImGui reasonably up to date.
223
224
225
 GETTING STARTED WITH INTEGRATING DEAR IMGUI IN YOUR CODE/ENGINE
226
 ---------------------------------------------------------------
227
 - Run and study the examples and demo in imgui_demo.cpp to get acquainted with the library.
228
 - In the majority of cases you should be able to use unmodified backends files available in the backends/ folder.
229
 - Add the Dear ImGui source files + selected backend source files to your projects or using your preferred build system.
230
   It is recommended you build and statically link the .cpp files as part of your project and NOT as a shared library (DLL).
231
 - You can later customize the imconfig.h file to tweak some compile-time behavior, such as integrating Dear ImGui types with your own maths types.
232
 - When using Dear ImGui, your programming IDE is your friend: follow the declaration of variables, functions and types to find comments about them.
233
 - Dear ImGui never touches or knows about your GPU state. The only function that knows about GPU is the draw function that you provide.
234
   Effectively it means you can create widgets at any time in your code, regardless of considerations of being in "update" vs "render"
235
   phases of your own application. All rendering information is stored into command-lists that you will retrieve after calling ImGui::Render().
236
 - Refer to the backends and demo applications in the examples/ folder for instruction on how to setup your code.
237
 - If you are running over a standard OS with a common graphics API, you should be able to use unmodified imgui_impl_*** files from the examples/ folder.
238
239
240
 HOW A SIMPLE APPLICATION MAY LOOK LIKE
241
 --------------------------------------
242
 EXHIBIT 1: USING THE EXAMPLE BACKENDS (= imgui_impl_XXX.cpp files from the backends/ folder).
243
 The sub-folders in examples/ contain examples applications following this structure.
244
245
     // Application init: create a dear imgui context, setup some options, load fonts
246
     ImGui::CreateContext();
247
     ImGuiIO& io = ImGui::GetIO();
248
     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
249
     // TODO: Fill optional fields of the io structure later.
250
     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
251
252
     // Initialize helper Platform and Renderer backends (here we are using imgui_impl_win32.cpp and imgui_impl_dx11.cpp)
253
     ImGui_ImplWin32_Init(hwnd);
254
     ImGui_ImplDX11_Init(g_pd3dDevice, g_pd3dDeviceContext);
255
256
     // Application main loop
257
     while (true)
258
     {
259
         // Feed inputs to dear imgui, start new frame
260
         ImGui_ImplDX11_NewFrame();
261
         ImGui_ImplWin32_NewFrame();
262
         ImGui::NewFrame();
263
264
         // Any application code here
265
         ImGui::Text("Hello, world!");
266
267
         // Render dear imgui into screen
268
         ImGui::Render();
269
         ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
270
         g_pSwapChain->Present(1, 0);
271
     }
272
273
     // Shutdown
274
     ImGui_ImplDX11_Shutdown();
275
     ImGui_ImplWin32_Shutdown();
276
     ImGui::DestroyContext();
277
278
 EXHIBIT 2: IMPLEMENTING CUSTOM BACKEND / CUSTOM ENGINE
279
280
     // Application init: create a dear imgui context, setup some options, load fonts
281
     ImGui::CreateContext();
282
     ImGuiIO& io = ImGui::GetIO();
283
     // TODO: Set optional io.ConfigFlags values, e.g. 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard' to enable keyboard controls.
284
     // TODO: Fill optional fields of the io structure later.
285
     // TODO: Load TTF/OTF fonts if you don't want to use the default font.
286
287
     // Build and load the texture atlas into a texture
288
     // (In the examples/ app this is usually done within the ImGui_ImplXXX_Init() function from one of the demo Renderer)
289
     int width, height;
290
     unsigned char* pixels = nullptr;
291
     io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
292
293
     // At this point you've got the texture data and you need to upload that to your graphic system:
294
     // After we have created the texture, store its pointer/identifier (_in whichever format your engine uses_) in 'io.Fonts->TexID'.
295
     // This will be passed back to your via the renderer. Basically ImTextureID == void*. Read FAQ for details about ImTextureID.
296
     MyTexture* texture = MyEngine::CreateTextureFromMemoryPixels(pixels, width, height, TEXTURE_TYPE_RGBA32)
297
     io.Fonts->SetTexID((void*)texture);
298
299
     // Application main loop
300
     while (true)
301
     {
302
        // Setup low-level inputs, e.g. on Win32: calling GetKeyboardState(), or write to those fields from your Windows message handlers, etc.
303
        // (In the examples/ app this is usually done within the ImGui_ImplXXX_NewFrame() function from one of the demo Platform Backends)
304
        io.DeltaTime = 1.0f/60.0f;              // set the time elapsed since the previous frame (in seconds)
305
        io.DisplaySize.x = 1920.0f;             // set the current display width
306
        io.DisplaySize.y = 1280.0f;             // set the current display height here
307
        io.AddMousePosEvent(mouse_x, mouse_y);  // update mouse position
308
        io.AddMouseButtonEvent(0, mouse_b[0]);  // update mouse button states
309
        io.AddMouseButtonEvent(1, mouse_b[1]);  // update mouse button states
310
311
        // Call NewFrame(), after this point you can use ImGui::* functions anytime
312
        // (So you want to try calling NewFrame() as early as you can in your main loop to be able to use Dear ImGui everywhere)
313
        ImGui::NewFrame();
314
315
        // Most of your application code here
316
        ImGui::Text("Hello, world!");
317
        MyGameUpdate(); // may use any Dear ImGui functions, e.g. ImGui::Begin("My window"); ImGui::Text("Hello, world!"); ImGui::End();
318
        MyGameRender(); // may use any Dear ImGui functions as well!
319
320
        // Render dear imgui, swap buffers
321
        // (You want to try calling EndFrame/Render as late as you can, to be able to use Dear ImGui in your own game rendering code)
322
        ImGui::EndFrame();
323
        ImGui::Render();
324
        ImDrawData* draw_data = ImGui::GetDrawData();
325
        MyImGuiRenderFunction(draw_data);
326
        SwapBuffers();
327
     }
328
329
     // Shutdown
330
     ImGui::DestroyContext();
331
332
 To decide whether to dispatch mouse/keyboard inputs to Dear ImGui to the rest of your application,
333
 you should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
334
 Please read the FAQ and example applications for details about this!
335
336
337
 HOW A SIMPLE RENDERING FUNCTION MAY LOOK LIKE
338
 ---------------------------------------------
339
 The backends in impl_impl_XXX.cpp files contain many working implementations of a rendering function.
340
341
    void MyImGuiRenderFunction(ImDrawData* draw_data)
342
    {
343
       // TODO: Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled
344
       // TODO: Setup texture sampling state: sample with bilinear filtering (NOT point/nearest filtering). Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering.
345
       // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
346
       // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize
347
       // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color.
348
       ImVec2 clip_off = draw_data->DisplayPos;
349
       for (int n = 0; n < draw_data->CmdListsCount; n++)
350
       {
351
          const ImDrawList* cmd_list = draw_data->CmdLists[n];
352
          const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data;  // vertex buffer generated by Dear ImGui
353
          const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data;   // index buffer generated by Dear ImGui
354
          for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
355
          {
356
             const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];
357
             if (pcmd->UserCallback)
358
             {
359
                 pcmd->UserCallback(cmd_list, pcmd);
360
             }
361
             else
362
             {
363
                 // Project scissor/clipping rectangles into framebuffer space
364
                 ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y);
365
                 ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y);
366
                 if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y)
367
                     continue;
368
369
                 // We are using scissoring to clip some objects. All low-level graphics API should support it.
370
                 // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches
371
                 //   (some elements visible outside their bounds) but you can fix that once everything else works!
372
                 // - Clipping coordinates are provided in imgui coordinates space:
373
                 //   - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size
374
                 //   - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values.
375
                 //   - In the interest of supporting multi-viewport applications (see 'docking' branch on github),
376
                 //     always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space.
377
                 // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min)
378
                 MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y);
379
380
                 // The texture for the draw call is specified by pcmd->GetTexID().
381
                 // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization.
382
                 MyEngineBindTexture((MyTexture*)pcmd->GetTexID());
383
384
                 // Render 'pcmd->ElemCount/3' indexed triangles.
385
                 // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices.
386
                 MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset);
387
             }
388
          }
389
       }
390
    }
391
392
393
 API BREAKING CHANGES
394
 ====================
395
396
 Occasionally introducing changes that are breaking the API. We try to make the breakage minor and easy to fix.
397
 Below is a change-log of API breaking changes only. If you are using one of the functions listed, expect to have to fix some code.
398
 When you are not sure about an old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
399
 You can read releases logs https://github.com/ocornut/imgui/releases for more details.
400
401
(Docking/Viewport Branch)
402
 - 2023/XX/XX (1.XXXX) - when multi-viewports are enabled, all positions will be in your natural OS coordinates space. It means that:
403
                          - reference to hard-coded positions such as in SetNextWindowPos(ImVec2(0,0)) are probably not what you want anymore.
404
                            you may use GetMainViewport()->Pos to offset hard-coded positions, e.g. SetNextWindowPos(GetMainViewport()->Pos)
405
                          - likewise io.MousePos and GetMousePos() will use OS coordinates.
406
                            If you query mouse positions to interact with non-imgui coordinates you will need to offset them, e.g. subtract GetWindowViewport()->Pos.
407
408
 - 2023/05/22 (1.86.6) - listbox: commented out obsolete/redirecting functions that were marked obsolete more than two years ago:
409
                           - ListBoxHeader()  -> use BeginListBox() (note how two variants of ListBoxHeader() existed. Check commented versions in imgui.h for reference)
410
                           - ListBoxFooter()  -> use EndListBox()
411
 - 2023/05/15 (1.86.6) - clipper: commented out obsolete redirection constructor 'ImGuiListClipper(int items_count, float items_height = -1.0f)' that was marked obsolete in 1.79. Use default constructor + clipper.Begin().
412
 - 2023/05/15 (1.89.6) - clipper: renamed ImGuiListClipper::ForceDisplayRangeByIndices() to ImGuiListClipper::IncludeRangeByIndices().
413
 - 2023/03/14 (1.89.4) - commented out redirecting enums/functions names that were marked obsolete two years ago:
414
                           - ImGuiSliderFlags_ClampOnInput        -> use ImGuiSliderFlags_AlwaysClamp
415
                           - ImGuiInputTextFlags_AlwaysInsertMode -> use ImGuiInputTextFlags_AlwaysOverwrite
416
                           - ImDrawList::AddBezierCurve()         -> use ImDrawList::AddBezierCubic()
417
                           - ImDrawList::PathBezierCurveTo()      -> use ImDrawList::PathBezierCubicCurveTo()
418
 - 2023/03/09 (1.89.4) - renamed PushAllowKeyboardFocus()/PopAllowKeyboardFocus() to PushTabStop()/PopTabStop(). Kept inline redirection functions (will obsolete).
419
 - 2023/03/09 (1.89.4) - tooltips: Added 'bool' return value to BeginTooltip() for API consistency. Please only submit contents and call EndTooltip() if BeginTooltip() returns true. In reality the function will _currently_ always return true, but further changes down the line may change this, best to clarify API sooner.
420
 - 2023/02/15 (1.89.4) - moved the optional "courtesy maths operators" implementation from imgui_internal.h in imgui.h.
421
                         Even though we encourage using your own maths types and operators by setting up IM_VEC2_CLASS_EXTRA,
422
                         it has been frequently requested by people to use our own. We had an opt-in define which was
423
                         previously fulfilled in imgui_internal.h. It is now fulfilled in imgui.h. (#6164)
424
                           - OK:     #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui.h" / #include "imgui_internal.h"
425
                           - Error:  #include "imgui.h" / #define IMGUI_DEFINE_MATH_OPERATORS / #include "imgui_internal.h"
426
 - 2023/02/07 (1.89.3) - backends: renamed "imgui_impl_sdl.cpp" to "imgui_impl_sdl2.cpp" and "imgui_impl_sdl.h" to "imgui_impl_sdl2.h". (#6146) This is in prevision for the future release of SDL3.
427
 - 2022/10/26 (1.89)   - commented out redirecting OpenPopupContextItem() which was briefly the name of OpenPopupOnItemClick() from 1.77 to 1.79.
428
 - 2022/10/12 (1.89)   - removed runtime patching of invalid "%f"/"%0.f" format strings for DragInt()/SliderInt(). This was obsoleted in 1.61 (May 2018). See 1.61 changelog for details.
429
 - 2022/09/26 (1.89)   - renamed and merged keyboard modifiers key enums and flags into a same set. Kept inline redirection enums (will obsolete).
430
                           - ImGuiKey_ModCtrl  and ImGuiModFlags_Ctrl  -> ImGuiMod_Ctrl
431
                           - ImGuiKey_ModShift and ImGuiModFlags_Shift -> ImGuiMod_Shift
432
                           - ImGuiKey_ModAlt   and ImGuiModFlags_Alt   -> ImGuiMod_Alt
433
                           - ImGuiKey_ModSuper and ImGuiModFlags_Super -> ImGuiMod_Super
434
                         the ImGuiKey_ModXXX were introduced in 1.87 and mostly used by backends.
435
                         the ImGuiModFlags_XXX have been exposed in imgui.h but not really used by any public api only by third-party extensions.
436
                         exceptionally commenting out the older ImGuiKeyModFlags_XXX names ahead of obsolescence schedule to reduce confusion and because they were not meant to be used anyway.
437
 - 2022/09/20 (1.89)   - ImGuiKey is now a typed enum, allowing ImGuiKey_XXX symbols to be named in debuggers.
438
                         this will require uses of legacy backend-dependent indices to be casted, e.g.
439
                            - with imgui_impl_glfw:  IsKeyPressed(GLFW_KEY_A) -> IsKeyPressed((ImGuiKey)GLFW_KEY_A);
440
                            - with imgui_impl_win32: IsKeyPressed('A')        -> IsKeyPressed((ImGuiKey)'A')
441
                            - etc. However if you are upgrading code you might well use the better, backend-agnostic IsKeyPressed(ImGuiKey_A) now!
442
 - 2022/09/12 (1.89) - removed the bizarre legacy default argument for 'TreePush(const void* ptr = NULL)', always pass a pointer value explicitly. NULL/nullptr is ok but require cast, e.g. TreePush((void*)nullptr);
443
 - 2022/09/05 (1.89) - commented out redirecting functions/enums names that were marked obsolete in 1.77 and 1.78 (June 2020):
444
                         - DragScalar(), DragScalarN(), DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
445
                         - SliderScalar(), SliderScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(): For old signatures ending with (..., const char* format, float power = 1.0f) -> use (..., format ImGuiSliderFlags_Logarithmic) if power != 1.0f.
446
                         - BeginPopupContextWindow(const char*, ImGuiMouseButton, bool) -> use BeginPopupContextWindow(const char*, ImGuiPopupFlags)
447
 - 2022/09/02 (1.89) - obsoleted using SetCursorPos()/SetCursorScreenPos() to extend parent window/cell boundaries.
448
                       this relates to when moving the cursor position beyond current boundaries WITHOUT submitting an item.
449
                         - previously this would make the window content size ~200x200:
450
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();
451
                         - instead, please submit an item:
452
                              Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End();
453
                         - alternative:
454
                              Begin(...) + Dummy(ImVec2(200,200)) + End();
455
                         - content size is now only extended when submitting an item!
456
                         - with '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will now be detected and assert.
457
                         - without '#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS' this will silently be fixed until we obsolete it.
458
 - 2022/08/03 (1.89) - changed signature of ImageButton() function. Kept redirection function (will obsolete).
459
                        - added 'const char* str_id' parameter + removed 'int frame_padding = -1' parameter.
460
                        - old signature: bool ImageButton(ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), int frame_padding = -1, ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
461
                          - used the ImTextureID value to create an ID. This was inconsistent with other functions, led to ID conflicts, and caused problems with engines using transient ImTextureID values.
462
                          - had a FramePadding override which was inconsistent with other functions and made the already-long signature even longer.
463
                        - new signature: bool ImageButton(const char* str_id, ImTextureID tex_id, ImVec2 size, ImVec2 uv0 = ImVec2(0,0), ImVec2 uv1 = ImVec2(1,1), ImVec4 bg_col = ImVec4(0,0,0,0), ImVec4 tint_col = ImVec4(1,1,1,1));
464
                          - requires an explicit identifier. You may still use e.g. PushID() calls and then pass an empty identifier.
465
                          - always uses style.FramePadding for padding, to be consistent with other buttons. You may use PushStyleVar() to alter this.
466
 - 2022/07/08 (1.89) - inputs: removed io.NavInputs[] and ImGuiNavInput enum (following 1.87 changes).
467
                        - Official backends from 1.87+                  -> no issue.
468
                        - Official backends from 1.60 to 1.86           -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need updating!
469
                        - Custom backends not writing to io.NavInputs[] -> no issue.
470
                        - Custom backends writing to io.NavInputs[]     -> will build and convert gamepad inputs, unless IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Need fixing!
471
                        - TL;DR: Backends should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values instead of filling io.NavInput[].
472
 - 2022/06/15 (1.88) - renamed IMGUI_DISABLE_METRICS_WINDOW to IMGUI_DISABLE_DEBUG_TOOLS for correctness. kept support for old define (will obsolete).
473
 - 2022/05/03 (1.88) - backends: osx: removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. All ImGui_ImplOSX_HandleEvent() calls should be removed as they are now unnecessary.
474
 - 2022/04/05 (1.88) - inputs: renamed ImGuiKeyModFlags to ImGuiModFlags. Kept inline redirection enums (will obsolete). This was never used in public API functions but technically present in imgui.h and ImGuiIO.
475
 - 2022/01/20 (1.87) - inputs: reworded gamepad IO.
476
                        - Backend writing to io.NavInputs[]            -> backend should call io.AddKeyEvent()/io.AddKeyAnalogEvent() with ImGuiKey_GamepadXXX values.
477
 - 2022/01/19 (1.87) - sliders, drags: removed support for legacy arithmetic operators (+,+-,*,/) when inputing text. This doesn't break any api/code but a feature that used to be accessible by end-users (which seemingly no one used).
478
 - 2022/01/17 (1.87) - inputs: reworked mouse IO.
479
                        - Backend writing to io.MousePos               -> backend should call io.AddMousePosEvent()
480
                        - Backend writing to io.MouseDown[]            -> backend should call io.AddMouseButtonEvent()
481
                        - Backend writing to io.MouseWheel             -> backend should call io.AddMouseWheelEvent()
482
                        - Backend writing to io.MouseHoveredViewport   -> backend should call io.AddMouseViewportEvent() [Docking branch w/ multi-viewports only]
483
                       note: for all calls to IO new functions, the Dear ImGui context should be bound/current.
484
                       read https://github.com/ocornut/imgui/issues/4921 for details.
485
 - 2022/01/10 (1.87) - inputs: reworked keyboard IO. Removed io.KeyMap[], io.KeysDown[] in favor of calling io.AddKeyEvent(). Removed GetKeyIndex(), now unecessary. All IsKeyXXX() functions now take ImGuiKey values. All features are still functional until IMGUI_DISABLE_OBSOLETE_KEYIO is defined. Read Changelog and Release Notes for details.
486
                        - IsKeyPressed(MY_NATIVE_KEY_XXX)              -> use IsKeyPressed(ImGuiKey_XXX)
487
                        - IsKeyPressed(GetKeyIndex(ImGuiKey_XXX))      -> use IsKeyPressed(ImGuiKey_XXX)
488
                        - Backend writing to io.KeyMap[],io.KeysDown[] -> backend should call io.AddKeyEvent() (+ call io.SetKeyEventNativeData() if you want legacy user code to stil function with legacy key codes).
489
                        - Backend writing to io.KeyCtrl, io.KeyShift.. -> backend should call io.AddKeyEvent() with ImGuiMod_XXX values. *IF YOU PULLED CODE BETWEEN 2021/01/10 and 2021/01/27: We used to have a io.AddKeyModsEvent() function which was now replaced by io.AddKeyEvent() with ImGuiMod_XXX values.*
490
                     - one case won't work with backward compatibility: if your custom backend used ImGuiKey as mock native indices (e.g. "io.KeyMap[ImGuiKey_A] = ImGuiKey_A") because those values are now larger than the legacy KeyDown[] array. Will assert.
491
                     - inputs: added ImGuiKey_ModCtrl/ImGuiKey_ModShift/ImGuiKey_ModAlt/ImGuiKey_ModSuper values to submit keyboard modifiers using io.AddKeyEvent(), instead of writing directly to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper.
492
 - 2022/01/05 (1.87) - inputs: renamed ImGuiKey_KeyPadEnter to ImGuiKey_KeypadEnter to align with new symbols. Kept redirection enum.
493
 - 2022/01/05 (1.87) - removed io.ImeSetInputScreenPosFn() in favor of more flexible io.SetPlatformImeDataFn(). Removed 'void* io.ImeWindowHandle' in favor of writing to 'void* ImGuiViewport::PlatformHandleRaw'.
494
 - 2022/01/01 (1.87) - commented out redirecting functions/enums names that were marked obsolete in 1.69, 1.70, 1.71, 1.72 (March-July 2019)
495
                        - ImGui::SetNextTreeNodeOpen()        -> use ImGui::SetNextItemOpen()
496
                        - ImGui::GetContentRegionAvailWidth() -> use ImGui::GetContentRegionAvail().x
497
                        - ImGui::TreeAdvanceToLabelPos()      -> use ImGui::SetCursorPosX(ImGui::GetCursorPosX() + ImGui::GetTreeNodeToLabelSpacing());
498
                        - ImFontAtlas::CustomRect             -> use ImFontAtlasCustomRect
499
                        - ImGuiColorEditFlags_RGB/HSV/HEX     -> use ImGuiColorEditFlags_DisplayRGB/HSV/Hex
500
 - 2021/12/20 (1.86) - backends: removed obsolete Marmalade backend (imgui_impl_marmalade.cpp) + example. Find last supported version at https://github.com/ocornut/imgui/wiki/Bindings
501
 - 2021/11/04 (1.86) - removed CalcListClipping() function. Prefer using ImGuiListClipper which can return non-contiguous ranges. Please open an issue if you think you really need this function.
502
 - 2021/08/23 (1.85) - removed GetWindowContentRegionWidth() function. keep inline redirection helper. can use 'GetWindowContentRegionMax().x - GetWindowContentRegionMin().x' instead for generally 'GetContentRegionAvail().x' is more useful.
503
 - 2021/07/26 (1.84) - commented out redirecting functions/enums names that were marked obsolete in 1.67 and 1.69 (March 2019):
504
                        - ImGui::GetOverlayDrawList() -> use ImGui::GetForegroundDrawList()
505
                        - ImFont::GlyphRangesBuilder  -> use ImFontGlyphRangesBuilder
506
 - 2021/05/19 (1.83) - backends: obsoleted direct access to ImDrawCmd::TextureId in favor of calling ImDrawCmd::GetTexID().
507
                        - if you are using official backends from the source tree: you have nothing to do.
508
                        - if you have copied old backend code or using your own: change access to draw_cmd->TextureId to draw_cmd->GetTexID().
509
 - 2021/03/12 (1.82) - upgraded ImDrawList::AddRect(), AddRectFilled(), PathRect() to use ImDrawFlags instead of ImDrawCornersFlags.
510
                        - ImDrawCornerFlags_TopLeft  -> use ImDrawFlags_RoundCornersTopLeft
511
                        - ImDrawCornerFlags_BotRight -> use ImDrawFlags_RoundCornersBottomRight
512
                        - ImDrawCornerFlags_None     -> use ImDrawFlags_RoundCornersNone etc.
513
                       flags now sanely defaults to 0 instead of 0x0F, consistent with all other flags in the API.
514
                       breaking: the default with rounding > 0.0f is now "round all corners" vs old implicit "round no corners":
515
                        - rounding == 0.0f + flags == 0 --> meant no rounding  --> unchanged (common use)
516
                        - rounding  > 0.0f + flags != 0 --> meant rounding     --> unchanged (common use)
517
                        - rounding == 0.0f + flags != 0 --> meant no rounding  --> unchanged (unlikely use)
518
                        - rounding  > 0.0f + flags == 0 --> meant no rounding  --> BREAKING (unlikely use): will now round all corners --> use ImDrawFlags_RoundCornersNone or rounding == 0.0f.
519
                       this ONLY matters for hard coded use of 0 + rounding > 0.0f. Use of named ImDrawFlags_RoundCornersNone (new) or ImDrawCornerFlags_None (old) are ok.
520
                       the old ImDrawCornersFlags used awkward default values of ~0 or 0xF (4 lower bits set) to signify "round all corners" and we sometimes encouraged using them as shortcuts.
521
                       legacy path still support use of hard coded ~0 or any value from 0x1 or 0xF. They will behave the same with legacy paths enabled (will assert otherwise).
522
 - 2021/03/11 (1.82) - removed redirecting functions/enums names that were marked obsolete in 1.66 (September 2018):
523
                        - ImGui::SetScrollHere()              -> use ImGui::SetScrollHereY()
524
 - 2021/03/11 (1.82) - clarified that ImDrawList::PathArcTo(), ImDrawList::PathArcToFast() won't render with radius < 0.0f. Previously it sorts of accidentally worked but would generally lead to counter-clockwise paths and have an effect on anti-aliasing.
525
 - 2021/03/10 (1.82) - upgraded ImDrawList::AddPolyline() and PathStroke() "bool closed" parameter to "ImDrawFlags flags". The matching ImDrawFlags_Closed value is guaranteed to always stay == 1 in the future.
526
 - 2021/02/22 (1.82) - (*undone in 1.84*) win32+mingw: Re-enabled IME functions by default even under MinGW. In July 2016, issue #738 had me incorrectly disable those default functions for MinGW. MinGW users should: either link with -limm32, either set their imconfig file  with '#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS'.
527
 - 2021/02/17 (1.82) - renamed rarely used style.CircleSegmentMaxError (old default = 1.60f) to style.CircleTessellationMaxError (new default = 0.30f) as the meaning of the value changed.
528
 - 2021/02/03 (1.81) - renamed ListBoxHeader(const char* label, ImVec2 size) to BeginListBox(). Kept inline redirection function (will obsolete).
529
                     - removed ListBoxHeader(const char* label, int items_count, int height_in_items = -1) in favor of specifying size. Kept inline redirection function (will obsolete).
530
                     - renamed ListBoxFooter() to EndListBox(). Kept inline redirection function (will obsolete).
531
 - 2021/01/26 (1.81) - removed ImGuiFreeType::BuildFontAtlas(). Kept inline redirection function. Prefer using '#define IMGUI_ENABLE_FREETYPE', but there's a runtime selection path available too. The shared extra flags parameters (very rarely used) are now stored in ImFontAtlas::FontBuilderFlags.
532
                     - renamed ImFontConfig::RasterizerFlags (used by FreeType) to ImFontConfig::FontBuilderFlags.
533
                     - renamed ImGuiFreeType::XXX flags to ImGuiFreeTypeBuilderFlags_XXX for consistency with other API.
534
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.63 (August 2018):
535
                        - ImGui::IsItemDeactivatedAfterChange() -> use ImGui::IsItemDeactivatedAfterEdit().
536
                        - ImGuiCol_ModalWindowDarkening       -> use ImGuiCol_ModalWindowDimBg
537
                        - ImGuiInputTextCallback              -> use ImGuiTextEditCallback
538
                        - ImGuiInputTextCallbackData          -> use ImGuiTextEditCallbackData
539
 - 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
540
 - 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
541
 - 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
542
 - 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
543
 - 2020/10/14 (1.80) - backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/.
544
 - 2020/10/12 (1.80) - removed redirecting functions/enums that were marked obsolete in 1.60 (April 2018):
545
                        - io.RenderDrawListsFn pointer        -> use ImGui::GetDrawData() value and call the render function of your backend
546
                        - ImGui::IsAnyWindowFocused()         -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
547
                        - ImGui::IsAnyWindowHovered()         -> use ImGui::IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
548
                        - ImGuiStyleVar_Count_                -> use ImGuiStyleVar_COUNT
549
                        - ImGuiMouseCursor_Count_             -> use ImGuiMouseCursor_COUNT
550
                      - removed redirecting functions names that were marked obsolete in 1.61 (May 2018):
551
                        - InputFloat (... int decimal_precision ...) -> use InputFloat (... const char* format ...) with format = "%.Xf" where X is your value for decimal_precision.
552
                        - same for InputFloat2()/InputFloat3()/InputFloat4() variants taking a `int decimal_precision` parameter.
553
 - 2020/10/05 (1.79) - removed ImGuiListClipper: Renamed constructor parameters which created an ambiguous alternative to using the ImGuiListClipper::Begin() function, with misleading edge cases (note: imgui_memory_editor <0.40 from imgui_club/ used this old clipper API. Update your copy if needed).
554
 - 2020/09/25 (1.79) - renamed ImGuiSliderFlags_ClampOnInput to ImGuiSliderFlags_AlwaysClamp. Kept redirection enum (will obsolete sooner because previous name was added recently).
555
 - 2020/09/25 (1.79) - renamed style.TabMinWidthForUnselectedCloseButton to style.TabMinWidthForCloseButton.
556
 - 2020/09/21 (1.79) - renamed OpenPopupContextItem() back to OpenPopupOnItemClick(), reverting the change from 1.77. For varieties of reason this is more self-explanatory.
557
 - 2020/09/21 (1.79) - removed return value from OpenPopupOnItemClick() - returned true on mouse release on an item - because it is inconsistent with other popup APIs and makes others misleading. It's also and unnecessary: you can use IsWindowAppearing() after BeginPopup() for a similar result.
558
 - 2020/09/17 (1.79) - removed ImFont::DisplayOffset in favor of ImFontConfig::GlyphOffset. DisplayOffset was applied after scaling and not very meaningful/useful outside of being needed by the default ProggyClean font. If you scaled this value after calling AddFontDefault(), this is now done automatically. It was also getting in the way of better font scaling, so let's get rid of it now!
559
 - 2020/08/17 (1.78) - obsoleted use of the trailing 'float power=1.0f' parameter for DragFloat(), DragFloat2(), DragFloat3(), DragFloat4(), DragFloatRange2(), DragScalar(), DragScalarN(), SliderFloat(), SliderFloat2(), SliderFloat3(), SliderFloat4(), SliderScalar(), SliderScalarN(), VSliderFloat() and VSliderScalar().
560
                       replaced the 'float power=1.0f' argument with integer-based flags defaulting to 0 (as with all our flags).
561
                       worked out a backward-compatibility scheme so hopefully most C++ codebase should not be affected. in short, when calling those functions:
562
                       - if you omitted the 'power' parameter (likely!), you are not affected.
563
                       - if you set the 'power' parameter to 1.0f (same as previous default value): 1/ your compiler may warn on float>int conversion, 2/ everything else will work. 3/ you can replace the 1.0f value with 0 to fix the warning, and be technically correct.
564
                       - if you set the 'power' parameter to >1.0f (to enable non-linear editing): 1/ your compiler may warn on float>int conversion, 2/ code will assert at runtime, 3/ in case asserts are disabled, the code will not crash and enable the _Logarithmic flag. 4/ you can replace the >1.0f value with ImGuiSliderFlags_Logarithmic to fix the warning/assert and get a _similar_ effect as previous uses of power >1.0f.
565
                       see https://github.com/ocornut/imgui/issues/3361 for all details.
566
                       kept inline redirection functions (will obsolete) apart for: DragFloatRange2(), VSliderFloat(), VSliderScalar(). For those three the 'float power=1.0f' version was removed directly as they were most unlikely ever used.
567
                       for shared code, you can version check at compile-time with `#if IMGUI_VERSION_NUM >= 17704`.
568
                     - obsoleted use of v_min > v_max in DragInt, DragFloat, DragScalar to lock edits (introduced in 1.73, was not demoed nor documented very), will be replaced by a more generic ReadOnly feature. You may use the ImGuiSliderFlags_ReadOnly internal flag in the meantime.
569
 - 2020/06/23 (1.77) - removed BeginPopupContextWindow(const char*, int mouse_button, bool also_over_items) in favor of BeginPopupContextWindow(const char*, ImGuiPopupFlags flags) with ImGuiPopupFlags_NoOverItems.
570
 - 2020/06/15 (1.77) - renamed OpenPopupOnItemClick() to OpenPopupContextItem(). Kept inline redirection function (will obsolete). [NOTE: THIS WAS REVERTED IN 1.79]
571
 - 2020/06/15 (1.77) - removed CalcItemRectClosestPoint() entry point which was made obsolete and asserting in December 2017.
572
 - 2020/04/23 (1.77) - removed unnecessary ID (first arg) of ImFontAtlas::AddCustomRectRegular().
573
 - 2020/01/22 (1.75) - ImDrawList::AddCircle()/AddCircleFilled() functions don't accept negative radius any more.
574
 - 2019/12/17 (1.75) - [undid this change in 1.76] made Columns() limited to 64 columns by asserting above that limit. While the current code technically supports it, future code may not so we're putting the restriction ahead.
575
 - 2019/12/13 (1.75) - [imgui_internal.h] changed ImRect() default constructor initializes all fields to 0.0f instead of (FLT_MAX,FLT_MAX,-FLT_MAX,-FLT_MAX). If you used ImRect::Add() to create bounding boxes by adding multiple points into it, you may need to fix your initial value.
576
 - 2019/12/08 (1.75) - removed redirecting functions/enums that were marked obsolete in 1.53 (December 2017):
577
                       - ShowTestWindow()                    -> use ShowDemoWindow()
578
                       - IsRootWindowFocused()               -> use IsWindowFocused(ImGuiFocusedFlags_RootWindow)
579
                       - IsRootWindowOrAnyChildFocused()     -> use IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows)
580
                       - SetNextWindowContentWidth(w)        -> use SetNextWindowContentSize(ImVec2(w, 0.0f)
581
                       - GetItemsLineHeightWithSpacing()     -> use GetFrameHeightWithSpacing()
582
                       - ImGuiCol_ChildWindowBg              -> use ImGuiCol_ChildBg
583
                       - ImGuiStyleVar_ChildWindowRounding   -> use ImGuiStyleVar_ChildRounding
584
                       - ImGuiTreeNodeFlags_AllowOverlapMode -> use ImGuiTreeNodeFlags_AllowItemOverlap
585
                       - IMGUI_DISABLE_TEST_WINDOWS          -> use IMGUI_DISABLE_DEMO_WINDOWS
586
 - 2019/12/08 (1.75) - obsoleted calling ImDrawList::PrimReserve() with a negative count (which was vaguely documented and rarely if ever used). Instead, we added an explicit PrimUnreserve() API.
587
 - 2019/12/06 (1.75) - removed implicit default parameter to IsMouseDragging(int button = 0) to be consistent with other mouse functions (none of the other functions have it).
588
 - 2019/11/21 (1.74) - ImFontAtlas::AddCustomRectRegular() now requires an ID larger than 0x110000 (instead of 0x10000) to conform with supporting Unicode planes 1-16 in a future update. ID below 0x110000 will now assert.
589
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_FORMAT_STRING_FUNCTIONS to IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS for consistency.
590
 - 2019/11/19 (1.74) - renamed IMGUI_DISABLE_MATH_FUNCTIONS to IMGUI_DISABLE_DEFAULT_MATH_FUNCTIONS for consistency.
591
 - 2019/10/22 (1.74) - removed redirecting functions/enums that were marked obsolete in 1.52 (October 2017):
592
                       - Begin() [old 5 args version]        -> use Begin() [3 args], use SetNextWindowSize() SetNextWindowBgAlpha() if needed
593
                       - IsRootWindowOrAnyChildHovered()     -> use IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows)
594
                       - AlignFirstTextHeightToWidgets()     -> use AlignTextToFramePadding()
595
                       - SetNextWindowPosCenter()            -> use SetNextWindowPos() with a pivot of (0.5f, 0.5f)
596
                       - ImFont::Glyph                       -> use ImFontGlyph
597
 - 2019/10/14 (1.74) - inputs: Fixed a miscalculation in the keyboard/mouse "typematic" repeat delay/rate calculation, used by keys and e.g. repeating mouse buttons as well as the GetKeyPressedAmount() function.
598
                       if you were using a non-default value for io.KeyRepeatRate (previous default was 0.250), you can add +io.KeyRepeatDelay to it to compensate for the fix.
599
                       The function was triggering on: 0.0 and (delay+rate*N) where (N>=1). Fixed formula responds to (N>=0). Effectively it made io.KeyRepeatRate behave like it was set to (io.KeyRepeatRate + io.KeyRepeatDelay).
600
                       If you never altered io.KeyRepeatRate nor used GetKeyPressedAmount() this won't affect you.
601
 - 2019/07/15 (1.72) - removed TreeAdvanceToLabelPos() which is rarely used and only does SetCursorPosX(GetCursorPosX() + GetTreeNodeToLabelSpacing()). Kept redirection function (will obsolete).
602
 - 2019/07/12 (1.72) - renamed ImFontAtlas::CustomRect to ImFontAtlasCustomRect. Kept redirection typedef (will obsolete).
603
 - 2019/06/14 (1.72) - removed redirecting functions/enums names that were marked obsolete in 1.51 (June 2017): ImGuiCol_Column*, ImGuiSetCond_*, IsItemHoveredRect(), IsPosHoveringAnyWindow(), IsMouseHoveringAnyWindow(), IsMouseHoveringWindow(), IMGUI_ONCE_UPON_A_FRAME. Grep this log for details and new names, or see how they were implemented until 1.71.
604
 - 2019/06/07 (1.71) - rendering of child window outer decorations (bg color, border, scrollbars) is now performed as part of the parent window. If you have
605
                       overlapping child windows in a same parent, and relied on their relative z-order to be mapped to their submission order, this will affect your rendering.
606
                       This optimization is disabled if the parent window has no visual output, because it appears to be the most common situation leading to the creation of overlapping child windows.
607
                       Please reach out if you are affected.
608
 - 2019/05/13 (1.71) - renamed SetNextTreeNodeOpen() to SetNextItemOpen(). Kept inline redirection function (will obsolete).
609
 - 2019/05/11 (1.71) - changed io.AddInputCharacter(unsigned short c) signature to io.AddInputCharacter(unsigned int c).
610
 - 2019/04/29 (1.70) - improved ImDrawList thick strokes (>1.0f) preserving correct thickness up to 90 degrees angles (e.g. rectangles). If you have custom rendering using thick lines, they will appear thicker now.
611
 - 2019/04/29 (1.70) - removed GetContentRegionAvailWidth(), use GetContentRegionAvail().x instead. Kept inline redirection function (will obsolete).
612
 - 2019/03/04 (1.69) - renamed GetOverlayDrawList() to GetForegroundDrawList(). Kept redirection function (will obsolete).
613
 - 2019/02/26 (1.69) - renamed ImGuiColorEditFlags_RGB/ImGuiColorEditFlags_HSV/ImGuiColorEditFlags_HEX to ImGuiColorEditFlags_DisplayRGB/ImGuiColorEditFlags_DisplayHSV/ImGuiColorEditFlags_DisplayHex. Kept redirection enums (will obsolete).
614
 - 2019/02/14 (1.68) - made it illegal/assert when io.DisplayTime == 0.0f (with an exception for the first frame). If for some reason your time step calculation gives you a zero value, replace it with an arbitrarily small value!
615
 - 2019/02/01 (1.68) - removed io.DisplayVisibleMin/DisplayVisibleMax (which were marked obsolete and removed from viewport/docking branch already).
616
 - 2019/01/06 (1.67) - renamed io.InputCharacters[], marked internal as was always intended. Please don't access directly, and use AddInputCharacter() instead!
617
 - 2019/01/06 (1.67) - renamed ImFontAtlas::GlyphRangesBuilder to ImFontGlyphRangesBuilder. Kept redirection typedef (will obsolete).
618
 - 2018/12/20 (1.67) - made it illegal to call Begin("") with an empty string. This somehow half-worked before but had various undesirable side-effects.
619
 - 2018/12/10 (1.67) - renamed io.ConfigResizeWindowsFromEdges to io.ConfigWindowsResizeFromEdges as we are doing a large pass on configuration flags.
620
 - 2018/10/12 (1.66) - renamed misc/stl/imgui_stl.* to misc/cpp/imgui_stdlib.* in prevision for other C++ helper files.
621
 - 2018/09/28 (1.66) - renamed SetScrollHere() to SetScrollHereY(). Kept redirection function (will obsolete).
622
 - 2018/09/06 (1.65) - renamed stb_truetype.h to imstb_truetype.h, stb_textedit.h to imstb_textedit.h, and stb_rect_pack.h to imstb_rectpack.h.
623
                       If you were conveniently using the imgui copy of those STB headers in your project you will have to update your include paths.
624
 - 2018/09/05 (1.65) - renamed io.OptCursorBlink/io.ConfigCursorBlink to io.ConfigInputTextCursorBlink. (#1427)
625
 - 2018/08/31 (1.64) - added imgui_widgets.cpp file, extracted and moved widgets code out of imgui.cpp into imgui_widgets.cpp. Re-ordered some of the code remaining in imgui.cpp.
626
                       NONE OF THE FUNCTIONS HAVE CHANGED. THE CODE IS SEMANTICALLY 100% IDENTICAL, BUT _EVERY_ FUNCTION HAS BEEN MOVED.
627
                       Because of this, any local modifications to imgui.cpp will likely conflict when you update. Read docs/CHANGELOG.txt for suggestions.
628
 - 2018/08/22 (1.63) - renamed IsItemDeactivatedAfterChange() to IsItemDeactivatedAfterEdit() for consistency with new IsItemEdited() API. Kept redirection function (will obsolete soonish as IsItemDeactivatedAfterChange() is very recent).
629
 - 2018/08/21 (1.63) - renamed ImGuiTextEditCallback to ImGuiInputTextCallback, ImGuiTextEditCallbackData to ImGuiInputTextCallbackData for consistency. Kept redirection types (will obsolete).
630
 - 2018/08/21 (1.63) - removed ImGuiInputTextCallbackData::ReadOnly since it is a duplication of (ImGuiInputTextCallbackData::Flags & ImGuiInputTextFlags_ReadOnly).
631
 - 2018/08/01 (1.63) - removed per-window ImGuiWindowFlags_ResizeFromAnySide beta flag in favor of a global io.ConfigResizeWindowsFromEdges [update 1.67 renamed to ConfigWindowsResizeFromEdges] to enable the feature.
632
 - 2018/08/01 (1.63) - renamed io.OptCursorBlink to io.ConfigCursorBlink [-> io.ConfigInputTextCursorBlink in 1.65], io.OptMacOSXBehaviors to ConfigMacOSXBehaviors for consistency.
633
 - 2018/07/22 (1.63) - changed ImGui::GetTime() return value from float to double to avoid accumulating floating point imprecisions over time.
634
 - 2018/07/08 (1.63) - style: renamed ImGuiCol_ModalWindowDarkening to ImGuiCol_ModalWindowDimBg for consistency with other features. Kept redirection enum (will obsolete).
635
 - 2018/06/08 (1.62) - examples: the imgui_impl_XXX files have been split to separate platform (Win32, GLFW, SDL2, etc.) from renderer (DX11, OpenGL, Vulkan,  etc.).
636
                       old backends will still work as is, however prefer using the separated backends as they will be updated to support multi-viewports.
637
                       when adopting new backends follow the main.cpp code of your preferred examples/ folder to know which functions to call.
638
                       in particular, note that old backends called ImGui::NewFrame() at the end of their ImGui_ImplXXXX_NewFrame() function.
639
 - 2018/06/06 (1.62) - renamed GetGlyphRangesChinese() to GetGlyphRangesChineseFull() to distinguish other variants and discourage using the full set.
640
 - 2018/06/06 (1.62) - TreeNodeEx()/TreeNodeBehavior(): the ImGuiTreeNodeFlags_CollapsingHeader helper now include the ImGuiTreeNodeFlags_NoTreePushOnOpen flag. See Changelog for details.
641
 - 2018/05/03 (1.61) - DragInt(): the default compile-time format string has been changed from "%.0f" to "%d", as we are not using integers internally any more.
642
                       If you used DragInt() with custom format strings, make sure you change them to use %d or an integer-compatible format.
643
                       To honor backward-compatibility, the DragInt() code will currently parse and modify format strings to replace %*f with %d, giving time to users to upgrade their code.
644
                       If you have IMGUI_DISABLE_OBSOLETE_FUNCTIONS enabled, the code will instead assert! You may run a reg-exp search on your codebase for e.g. "DragInt.*%f" to help you find them.
645
 - 2018/04/28 (1.61) - obsoleted InputFloat() functions taking an optional "int decimal_precision" in favor of an equivalent and more flexible "const char* format",
646
                       consistent with other functions. Kept redirection functions (will obsolete).
647
 - 2018/04/09 (1.61) - IM_DELETE() helper function added in 1.60 doesn't clear the input _pointer_ reference, more consistent with expectation and allows passing r-value.
648
 - 2018/03/20 (1.60) - renamed io.WantMoveMouse to io.WantSetMousePos for consistency and ease of understanding (was added in 1.52, _not_ used by core and only honored by some backend ahead of merging the Nav branch).
649
 - 2018/03/12 (1.60) - removed ImGuiCol_CloseButton, ImGuiCol_CloseButtonActive, ImGuiCol_CloseButtonHovered as the closing cross uses regular button colors now.
650
 - 2018/03/08 (1.60) - changed ImFont::DisplayOffset.y to default to 0 instead of +1. Fixed rounding of Ascent/Descent to match TrueType renderer. If you were adding or subtracting to ImFont::DisplayOffset check if your fonts are correctly aligned vertically.
651
 - 2018/03/03 (1.60) - renamed ImGuiStyleVar_Count_ to ImGuiStyleVar_COUNT and ImGuiMouseCursor_Count_ to ImGuiMouseCursor_COUNT for consistency with other public enums.
652
 - 2018/02/18 (1.60) - BeginDragDropSource(): temporarily removed the optional mouse_button=0 parameter because it is not really usable in many situations at the moment.
653
 - 2018/02/16 (1.60) - obsoleted the io.RenderDrawListsFn callback, you can call your graphics engine render function after ImGui::Render(). Use ImGui::GetDrawData() to retrieve the ImDrawData* to display.
654
 - 2018/02/07 (1.60) - reorganized context handling to be more explicit,
655
                       - YOU NOW NEED TO CALL ImGui::CreateContext() AT THE BEGINNING OF YOUR APP, AND CALL ImGui::DestroyContext() AT THE END.
656
                       - removed Shutdown() function, as DestroyContext() serve this purpose.
657
                       - you may pass a ImFontAtlas* pointer to CreateContext() to share a font atlas between contexts. Otherwise CreateContext() will create its own font atlas instance.
658
                       - removed allocator parameters from CreateContext(), they are now setup with SetAllocatorFunctions(), and shared by all contexts.
659
                       - removed the default global context and font atlas instance, which were confusing for users of DLL reloading and users of multiple contexts.
660
 - 2018/01/31 (1.60) - moved sample TTF files from extra_fonts/ to misc/fonts/. If you loaded files directly from the imgui repo you may need to update your paths.
661
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowHovered() in favor of IsWindowHovered(ImGuiHoveredFlags_AnyWindow). Kept redirection function (will obsolete).
662
 - 2018/01/11 (1.60) - obsoleted IsAnyWindowFocused() in favor of IsWindowFocused(ImGuiFocusedFlags_AnyWindow). Kept redirection function (will obsolete).
663
 - 2018/01/03 (1.60) - renamed ImGuiSizeConstraintCallback to ImGuiSizeCallback, ImGuiSizeConstraintCallbackData to ImGuiSizeCallbackData.
664
 - 2017/12/29 (1.60) - removed CalcItemRectClosestPoint() which was weird and not really used by anyone except demo code. If you need it it's easy to replicate on your side.
665
 - 2017/12/24 (1.53) - renamed the emblematic ShowTestWindow() function to ShowDemoWindow(). Kept redirection function (will obsolete).
666
 - 2017/12/21 (1.53) - ImDrawList: renamed style.AntiAliasedShapes to style.AntiAliasedFill for consistency and as a way to explicitly break code that manipulate those flag at runtime. You can now manipulate ImDrawList::Flags
667
 - 2017/12/21 (1.53) - ImDrawList: removed 'bool anti_aliased = true' final parameter of ImDrawList::AddPolyline() and ImDrawList::AddConvexPolyFilled(). Prefer manipulating ImDrawList::Flags if you need to toggle them during the frame.
668
 - 2017/12/14 (1.53) - using the ImGuiWindowFlags_NoScrollWithMouse flag on a child window forwards the mouse wheel event to the parent window, unless either ImGuiWindowFlags_NoInputs or ImGuiWindowFlags_NoScrollbar are also set.
669
 - 2017/12/13 (1.53) - renamed GetItemsLineHeightWithSpacing() to GetFrameHeightWithSpacing(). Kept redirection function (will obsolete).
670
 - 2017/12/13 (1.53) - obsoleted IsRootWindowFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootWindow). Kept redirection function (will obsolete).
671
                     - obsoleted IsRootWindowOrAnyChildFocused() in favor of using IsWindowFocused(ImGuiFocusedFlags_RootAndChildWindows). Kept redirection function (will obsolete).
672
 - 2017/12/12 (1.53) - renamed ImGuiTreeNodeFlags_AllowOverlapMode to ImGuiTreeNodeFlags_AllowItemOverlap. Kept redirection enum (will obsolete).
673
 - 2017/12/10 (1.53) - removed SetNextWindowContentWidth(), prefer using SetNextWindowContentSize(). Kept redirection function (will obsolete).
674
 - 2017/11/27 (1.53) - renamed ImGuiTextBuffer::append() helper to appendf(), appendv() to appendfv(). If you copied the 'Log' demo in your code, it uses appendv() so that needs to be renamed.
675
 - 2017/11/18 (1.53) - Style, Begin: removed ImGuiWindowFlags_ShowBorders window flag. Borders are now fully set up in the ImGuiStyle structure (see e.g. style.FrameBorderSize, style.WindowBorderSize). Use ImGui::ShowStyleEditor() to look them up.
676
                       Please note that the style system will keep evolving (hopefully stabilizing in Q1 2018), and so custom styles will probably subtly break over time. It is recommended you use the StyleColorsClassic(), StyleColorsDark(), StyleColorsLight() functions.
677
 - 2017/11/18 (1.53) - Style: removed ImGuiCol_ComboBg in favor of combo boxes using ImGuiCol_PopupBg for consistency.
678
 - 2017/11/18 (1.53) - Style: renamed ImGuiCol_ChildWindowBg to ImGuiCol_ChildBg.
679
 - 2017/11/18 (1.53) - Style: renamed style.ChildWindowRounding to style.ChildRounding, ImGuiStyleVar_ChildWindowRounding to ImGuiStyleVar_ChildRounding.
680
 - 2017/11/02 (1.53) - obsoleted IsRootWindowOrAnyChildHovered() in favor of using IsWindowHovered(ImGuiHoveredFlags_RootAndChildWindows);
681
 - 2017/10/24 (1.52) - renamed IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCS to IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS/IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS for consistency.
682
 - 2017/10/20 (1.52) - changed IsWindowHovered() default parameters behavior to return false if an item is active in another window (e.g. click-dragging item from another window to this window). You can use the newly introduced IsWindowHovered() flags to requests this specific behavior if you need it.
683
 - 2017/10/20 (1.52) - marked IsItemHoveredRect()/IsMouseHoveringWindow() as obsolete, in favor of using the newly introduced flags for IsItemHovered() and IsWindowHovered(). See https://github.com/ocornut/imgui/issues/1382 for details.
684
                       removed the IsItemRectHovered()/IsWindowRectHovered() names introduced in 1.51 since they were merely more consistent names for the two functions we are now obsoleting.
685
                         IsItemHoveredRect()        --> IsItemHovered(ImGuiHoveredFlags_RectOnly)
686
                         IsMouseHoveringAnyWindow() --> IsWindowHovered(ImGuiHoveredFlags_AnyWindow)
687
                         IsMouseHoveringWindow()    --> IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup | ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) [weird, old behavior]
688
 - 2017/10/17 (1.52) - marked the old 5-parameters version of Begin() as obsolete (still available). Use SetNextWindowSize()+Begin() instead!
689
 - 2017/10/11 (1.52) - renamed AlignFirstTextHeightToWidgets() to AlignTextToFramePadding(). Kept inline redirection function (will obsolete).
690
 - 2017/09/26 (1.52) - renamed ImFont::Glyph to ImFontGlyph. Kept redirection typedef (will obsolete).
691
 - 2017/09/25 (1.52) - removed SetNextWindowPosCenter() because SetNextWindowPos() now has the optional pivot information to do the same and more. Kept redirection function (will obsolete).
692
 - 2017/08/25 (1.52) - io.MousePos needs to be set to ImVec2(-FLT_MAX,-FLT_MAX) when mouse is unavailable/missing. Previously ImVec2(-1,-1) was enough but we now accept negative mouse coordinates. In your backend if you need to support unavailable mouse, make sure to replace "io.MousePos = ImVec2(-1,-1)" with "io.MousePos = ImVec2(-FLT_MAX,-FLT_MAX)".
693
 - 2017/08/22 (1.51) - renamed IsItemHoveredRect() to IsItemRectHovered(). Kept inline redirection function (will obsolete). -> (1.52) use IsItemHovered(ImGuiHoveredFlags_RectOnly)!
694
                     - renamed IsMouseHoveringAnyWindow() to IsAnyWindowHovered() for consistency. Kept inline redirection function (will obsolete).
695
                     - renamed IsMouseHoveringWindow() to IsWindowRectHovered() for consistency. Kept inline redirection function (will obsolete).
696
 - 2017/08/20 (1.51) - renamed GetStyleColName() to GetStyleColorName() for consistency.
697
 - 2017/08/20 (1.51) - added PushStyleColor(ImGuiCol idx, ImU32 col) overload, which _might_ cause an "ambiguous call" compilation error if you are using ImColor() with implicit cast. Cast to ImU32 or ImVec4 explicily to fix.
698
 - 2017/08/15 (1.51) - marked the weird IMGUI_ONCE_UPON_A_FRAME helper macro as obsolete. prefer using the more explicit ImGuiOnceUponAFrame type.
699
 - 2017/08/15 (1.51) - changed parameter order for BeginPopupContextWindow() from (const char*,int buttons,bool also_over_items) to (const char*,int buttons,bool also_over_items). Note that most calls relied on default parameters completely.
700
 - 2017/08/13 (1.51) - renamed ImGuiCol_Column to ImGuiCol_Separator, ImGuiCol_ColumnHovered to ImGuiCol_SeparatorHovered, ImGuiCol_ColumnActive to ImGuiCol_SeparatorActive. Kept redirection enums (will obsolete).
701
 - 2017/08/11 (1.51) - renamed ImGuiSetCond_Always to ImGuiCond_Always, ImGuiSetCond_Once to ImGuiCond_Once, ImGuiSetCond_FirstUseEver to ImGuiCond_FirstUseEver, ImGuiSetCond_Appearing to ImGuiCond_Appearing. Kept redirection enums (will obsolete).
702
 - 2017/08/09 (1.51) - removed ValueColor() helpers, they are equivalent to calling Text(label) + SameLine() + ColorButton().
703
 - 2017/08/08 (1.51) - removed ColorEditMode() and ImGuiColorEditMode in favor of ImGuiColorEditFlags and parameters to the various Color*() functions. The SetColorEditOptions() allows to initialize default but the user can still change them with right-click context menu.
704
                     - changed prototype of 'ColorEdit4(const char* label, float col[4], bool show_alpha = true)' to 'ColorEdit4(const char* label, float col[4], ImGuiColorEditFlags flags = 0)', where passing flags = 0x01 is a safe no-op (hello dodgy backward compatibility!). - check and run the demo window, under "Color/Picker Widgets", to understand the various new options.
705
                     - changed prototype of rarely used 'ColorButton(ImVec4 col, bool small_height = false, bool outline_border = true)' to 'ColorButton(const char* desc_id, ImVec4 col, ImGuiColorEditFlags flags = 0, ImVec2 size = ImVec2(0, 0))'
706
 - 2017/07/20 (1.51) - removed IsPosHoveringAnyWindow(ImVec2), which was partly broken and misleading. ASSERT + redirect user to io.WantCaptureMouse
707
 - 2017/05/26 (1.50) - removed ImFontConfig::MergeGlyphCenterV in favor of a more multipurpose ImFontConfig::GlyphOffset.
708
 - 2017/05/01 (1.50) - renamed ImDrawList::PathFill() (rarely used directly) to ImDrawList::PathFillConvex() for clarity.
709
 - 2016/11/06 (1.50) - BeginChild(const char*) now applies the stack id to the provided label, consistently with other functions as it should always have been. It shouldn't affect you unless (extremely unlikely) you were appending multiple times to a same child from different locations of the stack id. If that's the case, generate an id with GetID() and use it instead of passing string to BeginChild().
710
 - 2016/10/15 (1.50) - avoid 'void* user_data' parameter to io.SetClipboardTextFn/io.GetClipboardTextFn pointers. We pass io.ClipboardUserData to it.
711
 - 2016/09/25 (1.50) - style.WindowTitleAlign is now a ImVec2 (ImGuiAlign enum was removed). set to (0.5f,0.5f) for horizontal+vertical centering, (0.0f,0.0f) for upper-left, etc.
712
 - 2016/07/30 (1.50) - SameLine(x) with x>0.0f is now relative to left of column/group if any, and not always to left of window. This was sort of always the intent and hopefully, breakage should be minimal.
713
 - 2016/05/12 (1.49) - title bar (using ImGuiCol_TitleBg/ImGuiCol_TitleBgActive colors) isn't rendered over a window background (ImGuiCol_WindowBg color) anymore.
714
                       If your TitleBg/TitleBgActive alpha was 1.0f or you are using the default theme it will not affect you, otherwise if <1.0f you need to tweak your custom theme to readjust for the fact that we don't draw a WindowBg background behind the title bar.
715
                       This helper function will convert an old TitleBg/TitleBgActive color into a new one with the same visual output, given the OLD color and the OLD WindowBg color:
716
                       ImVec4 ConvertTitleBgCol(const ImVec4& win_bg_col, const ImVec4& title_bg_col) { float new_a = 1.0f - ((1.0f - win_bg_col.w) * (1.0f - title_bg_col.w)), k = title_bg_col.w / new_a; return ImVec4((win_bg_col.x * win_bg_col.w + title_bg_col.x) * k, (win_bg_col.y * win_bg_col.w + title_bg_col.y) * k, (win_bg_col.z * win_bg_col.w + title_bg_col.z) * k, new_a); }
717
                       If this is confusing, pick the RGB value from title bar from an old screenshot and apply this as TitleBg/TitleBgActive. Or you may just create TitleBgActive from a tweaked TitleBg color.
718
 - 2016/05/07 (1.49) - removed confusing set of GetInternalState(), GetInternalStateSize(), SetInternalState() functions. Now using CreateContext(), DestroyContext(), GetCurrentContext(), SetCurrentContext().
719
 - 2016/05/02 (1.49) - renamed SetNextTreeNodeOpened() to SetNextTreeNodeOpen(), no redirection.
720
 - 2016/05/01 (1.49) - obsoleted old signature of CollapsingHeader(const char* label, const char* str_id = NULL, bool display_frame = true, bool default_open = false) as extra parameters were badly designed and rarely used. You can replace the "default_open = true" flag in new API with CollapsingHeader(label, ImGuiTreeNodeFlags_DefaultOpen).
721
 - 2016/04/26 (1.49) - changed ImDrawList::PushClipRect(ImVec4 rect) to ImDrawList::PushClipRect(Imvec2 min,ImVec2 max,bool intersect_with_current_clip_rect=false). Note that higher-level ImGui::PushClipRect() is preferable because it will clip at logic/widget level, whereas ImDrawList::PushClipRect() only affect your renderer.
722
 - 2016/04/03 (1.48) - removed style.WindowFillAlphaDefault setting which was redundant. Bake default BG alpha inside style.Colors[ImGuiCol_WindowBg] and all other Bg color values. (ref GitHub issue #337).
723
 - 2016/04/03 (1.48) - renamed ImGuiCol_TooltipBg to ImGuiCol_PopupBg, used by popups/menus and tooltips. popups/menus were previously using ImGuiCol_WindowBg. (ref github issue #337)
724
 - 2016/03/21 (1.48) - renamed GetWindowFont() to GetFont(), GetWindowFontSize() to GetFontSize(). Kept inline redirection function (will obsolete).
725
 - 2016/03/02 (1.48) - InputText() completion/history/always callbacks: if you modify the text buffer manually (without using DeleteChars()/InsertChars() helper) you need to maintain the BufTextLen field. added an assert.
726
 - 2016/01/23 (1.48) - fixed not honoring exact width passed to PushItemWidth(), previously it would add extra FramePadding.x*2 over that width. if you had manual pixel-perfect alignment in place it might affect you.
727
 - 2015/12/27 (1.48) - fixed ImDrawList::AddRect() which used to render a rectangle 1 px too large on each axis.
728
 - 2015/12/04 (1.47) - renamed Color() helpers to ValueColor() - dangerously named, rarely used and probably to be made obsolete.
729
 - 2015/08/29 (1.45) - with the addition of horizontal scrollbar we made various fixes to inconsistencies with dealing with cursor position.
730
                       GetCursorPos()/SetCursorPos() functions now include the scrolled amount. It shouldn't affect the majority of users, but take note that SetCursorPosX(100.0f) puts you at +100 from the starting x position which may include scrolling, not at +100 from the window left side.
731
                       GetContentRegionMax()/GetWindowContentRegionMin()/GetWindowContentRegionMax() functions allow include the scrolled amount. Typically those were used in cases where no scrolling would happen so it may not be a problem, but watch out!
732
 - 2015/08/29 (1.45) - renamed style.ScrollbarWidth to style.ScrollbarSize
733
 - 2015/08/05 (1.44) - split imgui.cpp into extra files: imgui_demo.cpp imgui_draw.cpp imgui_internal.h that you need to add to your project.
734
 - 2015/07/18 (1.44) - fixed angles in ImDrawList::PathArcTo(), PathArcToFast() (introduced in 1.43) being off by an extra PI for no justifiable reason
735
 - 2015/07/14 (1.43) - add new ImFontAtlas::AddFont() API. For the old AddFont***, moved the 'font_no' parameter of ImFontAtlas::AddFont** functions to the ImFontConfig structure.
736
                       you need to render your textured triangles with bilinear filtering to benefit from sub-pixel positioning of text.
737
 - 2015/07/08 (1.43) - switched rendering data to use indexed rendering. this is saving a fair amount of CPU/GPU and enables us to get anti-aliasing for a marginal cost.
738
                       this necessary change will break your rendering function! the fix should be very easy. sorry for that :(
739
                     - if you are using a vanilla copy of one of the imgui_impl_XXX.cpp provided in the example, you just need to update your copy and you can ignore the rest.
740
                     - the signature of the io.RenderDrawListsFn handler has changed!
741
                       old: ImGui_XXXX_RenderDrawLists(ImDrawList** const cmd_lists, int cmd_lists_count)
742
                       new: ImGui_XXXX_RenderDrawLists(ImDrawData* draw_data).
743
                         parameters: 'cmd_lists' becomes 'draw_data->CmdLists', 'cmd_lists_count' becomes 'draw_data->CmdListsCount'
744
                         ImDrawList: 'commands' becomes 'CmdBuffer', 'vtx_buffer' becomes 'VtxBuffer', 'IdxBuffer' is new.
745
                         ImDrawCmd:  'vtx_count' becomes 'ElemCount', 'clip_rect' becomes 'ClipRect', 'user_callback' becomes 'UserCallback', 'texture_id' becomes 'TextureId'.
746
                     - each ImDrawList now contains both a vertex buffer and an index buffer. For each command, render ElemCount/3 triangles using indices from the index buffer.
747
                     - if you REALLY cannot render indexed primitives, you can call the draw_data->DeIndexAllBuffers() method to de-index the buffers. This is slow and a waste of CPU/GPU. Prefer using indexed rendering!
748
                     - refer to code in the examples/ folder or ask on the GitHub if you are unsure of how to upgrade. please upgrade!
749
 - 2015/07/10 (1.43) - changed SameLine() parameters from int to float.
750
 - 2015/07/02 (1.42) - renamed SetScrollPosHere() to SetScrollFromCursorPos(). Kept inline redirection function (will obsolete).
751
 - 2015/07/02 (1.42) - renamed GetScrollPosY() to GetScrollY(). Necessary to reduce confusion along with other scrolling functions, because positions (e.g. cursor position) are not equivalent to scrolling amount.
752
 - 2015/06/14 (1.41) - changed ImageButton() default bg_col parameter from (0,0,0,1) (black) to (0,0,0,0) (transparent) - makes a difference when texture have transparence
753
 - 2015/06/14 (1.41) - changed Selectable() API from (label, selected, size) to (label, selected, flags, size). Size override should have been rarely used. Sorry!
754
 - 2015/05/31 (1.40) - renamed GetWindowCollapsed() to IsWindowCollapsed() for consistency. Kept inline redirection function (will obsolete).
755
 - 2015/05/31 (1.40) - renamed IsRectClipped() to IsRectVisible() for consistency. Note that return value is opposite! Kept inline redirection function (will obsolete).
756
 - 2015/05/27 (1.40) - removed the third 'repeat_if_held' parameter from Button() - sorry! it was rarely used and inconsistent. Use PushButtonRepeat(true) / PopButtonRepeat() to enable repeat on desired buttons.
757
 - 2015/05/11 (1.40) - changed BeginPopup() API, takes a string identifier instead of a bool. ImGui needs to manage the open/closed state of popups. Call OpenPopup() to actually set the "open" state of a popup. BeginPopup() returns true if the popup is opened.
758
 - 2015/05/03 (1.40) - removed style.AutoFitPadding, using style.WindowPadding makes more sense (the default values were already the same).
759
 - 2015/04/13 (1.38) - renamed IsClipped() to IsRectClipped(). Kept inline redirection function until 1.50.
760
 - 2015/04/09 (1.38) - renamed ImDrawList::AddArc() to ImDrawList::AddArcFast() for compatibility with future API
761
 - 2015/04/03 (1.38) - removed ImGuiCol_CheckHovered, ImGuiCol_CheckActive, replaced with the more general ImGuiCol_FrameBgHovered, ImGuiCol_FrameBgActive.
762
 - 2014/04/03 (1.38) - removed support for passing -FLT_MAX..+FLT_MAX as the range for a SliderFloat(). Use DragFloat() or Inputfloat() instead.
763
 - 2015/03/17 (1.36) - renamed GetItemBoxMin()/GetItemBoxMax()/IsMouseHoveringBox() to GetItemRectMin()/GetItemRectMax()/IsMouseHoveringRect(). Kept inline redirection function until 1.50.
764
 - 2015/03/15 (1.36) - renamed style.TreeNodeSpacing to style.IndentSpacing, ImGuiStyleVar_TreeNodeSpacing to ImGuiStyleVar_IndentSpacing
765
 - 2015/03/13 (1.36) - renamed GetWindowIsFocused() to IsWindowFocused(). Kept inline redirection function until 1.50.
766
 - 2015/03/08 (1.35) - renamed style.ScrollBarWidth to style.ScrollbarWidth (casing)
767
 - 2015/02/27 (1.34) - renamed OpenNextNode(bool) to SetNextTreeNodeOpened(bool, ImGuiSetCond). Kept inline redirection function until 1.50.
768
 - 2015/02/27 (1.34) - renamed ImGuiSetCondition_*** to ImGuiSetCond_***, and _FirstUseThisSession becomes _Once.
769
 - 2015/02/11 (1.32) - changed text input callback ImGuiTextEditCallback return type from void-->int. reserved for future use, return 0 for now.
770
 - 2015/02/10 (1.32) - renamed GetItemWidth() to CalcItemWidth() to clarify its evolving behavior
771
 - 2015/02/08 (1.31) - renamed GetTextLineSpacing() to GetTextLineHeightWithSpacing()
772
 - 2015/02/01 (1.31) - removed IO.MemReallocFn (unused)
773
 - 2015/01/19 (1.30) - renamed ImGuiStorage::GetIntPtr()/GetFloatPtr() to GetIntRef()/GetIntRef() because Ptr was conflicting with actual pointer storage functions.
774
 - 2015/01/11 (1.30) - big font/image API change! now loads TTF file. allow for multiple fonts. no need for a PNG loader.
775
 - 2015/01/11 (1.30) - removed GetDefaultFontData(). uses io.Fonts->GetTextureData*() API to retrieve uncompressed pixels.
776
                       - old:  const void* png_data; unsigned int png_size; ImGui::GetDefaultFontData(NULL, NULL, &png_data, &png_size); [..Upload texture to GPU..];
777
                       - new:  unsigned char* pixels; int width, height; io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); [..Upload texture to GPU..]; io.Fonts->SetTexID(YourTexIdentifier);
778
                       you now have more flexibility to load multiple TTF fonts and manage the texture buffer for internal needs. It is now recommended that you sample the font texture with bilinear interpolation.
779
 - 2015/01/11 (1.30) - added texture identifier in ImDrawCmd passed to your render function (we can now render images). make sure to call io.Fonts->SetTexID()
780
 - 2015/01/11 (1.30) - removed IO.PixelCenterOffset (unnecessary, can be handled in user projection matrix)
781
 - 2015/01/11 (1.30) - removed ImGui::IsItemFocused() in favor of ImGui::IsItemActive() which handles all widgets
782
 - 2014/12/10 (1.18) - removed SetNewWindowDefaultPos() in favor of new generic API SetNextWindowPos(pos, ImGuiSetCondition_FirstUseEver)
783
 - 2014/11/28 (1.17) - moved IO.Font*** options to inside the IO.Font-> structure (FontYOffset, FontTexUvForWhite, FontBaseScale, FontFallbackGlyph)
784
 - 2014/11/26 (1.17) - reworked syntax of IMGUI_ONCE_UPON_A_FRAME helper macro to increase compiler compatibility
785
 - 2014/11/07 (1.15) - renamed IsHovered() to IsItemHovered()
786
 - 2014/10/02 (1.14) - renamed IMGUI_INCLUDE_IMGUI_USER_CPP to IMGUI_INCLUDE_IMGUI_USER_INL and imgui_user.cpp to imgui_user.inl (more IDE friendly)
787
 - 2014/09/25 (1.13) - removed 'text_end' parameter from IO.SetClipboardTextFn (the string is now always zero-terminated for simplicity)
788
 - 2014/09/24 (1.12) - renamed SetFontScale() to SetWindowFontScale()
789
 - 2014/09/24 (1.12) - moved IM_MALLOC/IM_REALLOC/IM_FREE preprocessor defines to IO.MemAllocFn/IO.MemReallocFn/IO.MemFreeFn
790
 - 2014/08/30 (1.09) - removed IO.FontHeight (now computed automatically)
791
 - 2014/08/30 (1.09) - moved IMGUI_FONT_TEX_UV_FOR_WHITE preprocessor define to IO.FontTexUvForWhite
792
 - 2014/08/28 (1.09) - changed the behavior of IO.PixelCenterOffset following various rendering fixes
793
794
795
 FREQUENTLY ASKED QUESTIONS (FAQ)
796
 ================================
797
798
 Read all answers online:
799
   https://www.dearimgui.com/faq or https://github.com/ocornut/imgui/blob/master/docs/FAQ.md (same url)
800
 Read all answers locally (with a text editor or ideally a Markdown viewer):
801
   docs/FAQ.md
802
 Some answers are copied down here to facilitate searching in code.
803
804
 Q&A: Basics
805
 ===========
806
807
 Q: Where is the documentation?
808
 A: This library is poorly documented at the moment and expects the user to be acquainted with C/C++.
809
    - Run the examples/ and explore them.
810
    - See demo code in imgui_demo.cpp and particularly the ImGui::ShowDemoWindow() function.
811
    - The demo covers most features of Dear ImGui, so you can read the code and see its output.
812
    - See documentation and comments at the top of imgui.cpp + effectively imgui.h.
813
    - Dozens of standalone example applications using e.g. OpenGL/DirectX are provided in the
814
      examples/ folder to explain how to integrate Dear ImGui with your own engine/application.
815
    - The Wiki (https://github.com/ocornut/imgui/wiki) has many resources and links.
816
    - The Glossary (https://github.com/ocornut/imgui/wiki/Glossary) page also may be useful.
817
    - Your programming IDE is your friend, find the type or function declaration to find comments
818
      associated with it.
819
820
 Q: What is this library called?
821
 Q: Which version should I get?
822
 >> This library is called "Dear ImGui", please don't call it "ImGui" :)
823
 >> See https://www.dearimgui.com/faq for details.
824
825
 Q&A: Integration
826
 ================
827
828
 Q: How to get started?
829
 A: Read 'PROGRAMMER GUIDE' above. Read examples/README.txt.
830
831
 Q: How can I tell whether to dispatch mouse/keyboard to Dear ImGui or my application?
832
 A: You should read the 'io.WantCaptureMouse', 'io.WantCaptureKeyboard' and 'io.WantTextInput' flags!
833
 >> See https://www.dearimgui.com/faq for a fully detailed answer. You really want to read this.
834
835
 Q. How can I enable keyboard controls?
836
 Q: How can I use this without a mouse, without a keyboard or without a screen? (gamepad, input share, remote display)
837
 Q: I integrated Dear ImGui in my engine and little squares are showing instead of text...
838
 Q: I integrated Dear ImGui in my engine and some elements are clipping or disappearing when I move windows around...
839
 Q: I integrated Dear ImGui in my engine and some elements are displaying outside their expected windows boundaries...
840
 >> See https://www.dearimgui.com/faq
841
842
 Q&A: Usage
843
 ----------
844
845
 Q: About the ID Stack system..
846
   - Why is my widget not reacting when I click on it?
847
   - How can I have widgets with an empty label?
848
   - How can I have multiple widgets with the same label?
849
   - How can I have multiple windows with the same label?
850
 Q: How can I display an image? What is ImTextureID, how does it work?
851
 Q: How can I use my own math types instead of ImVec2/ImVec4?
852
 Q: How can I interact with standard C++ types (such as std::string and std::vector)?
853
 Q: How can I display custom shapes? (using low-level ImDrawList API)
854
 >> See https://www.dearimgui.com/faq
855
856
 Q&A: Fonts, Text
857
 ================
858
859
 Q: How should I handle DPI in my application?
860
 Q: How can I load a different font than the default?
861
 Q: How can I easily use icons in my application?
862
 Q: How can I load multiple fonts?
863
 Q: How can I display and input non-Latin characters such as Chinese, Japanese, Korean, Cyrillic?
864
 >> See https://www.dearimgui.com/faq and https://github.com/ocornut/imgui/edit/master/docs/FONTS.md
865
866
 Q&A: Concerns
867
 =============
868
869
 Q: Who uses Dear ImGui?
870
 Q: Can you create elaborate/serious tools with Dear ImGui?
871
 Q: Can you reskin the look of Dear ImGui?
872
 Q: Why using C++ (as opposed to C)?
873
 >> See https://www.dearimgui.com/faq
874
875
 Q&A: Community
876
 ==============
877
878
 Q: How can I help?
879
 A: - Businesses: please reach out to "contact AT dearimgui.com" if you work in a place using Dear ImGui!
880
      We can discuss ways for your company to fund development via invoiced technical support, maintenance or sponsoring contacts.
881
      This is among the most useful thing you can do for Dear ImGui. With increased funding, we can hire more people working on this project.
882
    - Individuals: you can support continued development via PayPal donations. See README.
883
    - If you are experienced with Dear ImGui and C++, look at the GitHub issues, look at the Wiki, read docs/TODO.txt
884
      and see how you want to help and can help!
885
    - Disclose your usage of Dear ImGui via a dev blog post, a tweet, a screenshot, a mention somewhere etc.
886
      You may post screenshot or links in the gallery threads. Visuals are ideal as they inspire other programmers.
887
      But even without visuals, disclosing your use of dear imgui helps the library grow credibility, and help other teams and programmers with taking decisions.
888
    - If you have issues or if you need to hack into the library, even if you don't expect any support it is useful that you share your issues (on GitHub or privately).
889
890
*/
891
892
//-------------------------------------------------------------------------
893
// [SECTION] INCLUDES
894
//-------------------------------------------------------------------------
895
896
#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS)
897
#define _CRT_SECURE_NO_WARNINGS
898
#endif
899
900
#ifndef IMGUI_DEFINE_MATH_OPERATORS
901
#define IMGUI_DEFINE_MATH_OPERATORS
902
#endif
903
904
#include "imgui.h"
905
#ifndef IMGUI_DISABLE
906
#include "imgui_internal.h"
907
908
// System includes
909
#include <stdio.h>      // vsnprintf, sscanf, printf
910
#if defined(_MSC_VER) && _MSC_VER <= 1500 // MSVC 2008 or earlier
911
#include <stddef.h>     // intptr_t
912
#else
913
#include <stdint.h>     // intptr_t
914
#endif
915
916
// [Windows] On non-Visual Studio compilers, we default to IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS unless explicitly enabled
917
#if defined(_WIN32) && !defined(_MSC_VER) && !defined(IMGUI_ENABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
918
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
919
#endif
920
921
// [Windows] OS specific includes (optional)
922
#if defined(_WIN32) && defined(IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS) && defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
923
#define IMGUI_DISABLE_WIN32_FUNCTIONS
924
#endif
925
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS)
926
#ifndef WIN32_LEAN_AND_MEAN
927
#define WIN32_LEAN_AND_MEAN
928
#endif
929
#ifndef NOMINMAX
930
#define NOMINMAX
931
#endif
932
#ifndef __MINGW32__
933
#include <Windows.h>        // _wfopen, OpenClipboard
934
#else
935
#include <windows.h>
936
#endif
937
#if defined(WINAPI_FAMILY) && (WINAPI_FAMILY == WINAPI_FAMILY_APP) // UWP doesn't have all Win32 functions
938
#define IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS
939
#define IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS
940
#endif
941
#endif
942
943
// [Apple] OS specific includes
944
#if defined(__APPLE__)
945
#include <TargetConditionals.h>
946
#endif
947
948
// Visual Studio warnings
949
#ifdef _MSC_VER
950
#pragma warning (disable: 4127)             // condition expression is constant
951
#pragma warning (disable: 4996)             // 'This function or variable may be unsafe': strcpy, strdup, sprintf, vsnprintf, sscanf, fopen
952
#if defined(_MSC_VER) && _MSC_VER >= 1922   // MSVC 2019 16.2 or later
953
#pragma warning (disable: 5054)             // operator '|': deprecated between enumerations of different types
954
#endif
955
#pragma warning (disable: 26451)            // [Static Analyzer] Arithmetic overflow : Using operator 'xxx' on a 4 byte value and then casting the result to an 8 byte value. Cast the value to the wider type before calling operator 'xxx' to avoid overflow(io.2).
956
#pragma warning (disable: 26495)            // [Static Analyzer] Variable 'XXX' is uninitialized. Always initialize a member variable (type.6).
957
#pragma warning (disable: 26812)            // [Static Analyzer] The enum type 'xxx' is unscoped. Prefer 'enum class' over 'enum' (Enum.3).
958
#endif
959
960
// Clang/GCC warnings with -Weverything
961
#if defined(__clang__)
962
#if __has_warning("-Wunknown-warning-option")
963
#pragma clang diagnostic ignored "-Wunknown-warning-option"         // warning: unknown warning group 'xxx'                      // not all warnings are known by all Clang versions and they tend to be rename-happy.. so ignoring warnings triggers new warnings on some configuration. Great!
964
#endif
965
#pragma clang diagnostic ignored "-Wunknown-pragmas"                // warning: unknown warning group 'xxx'
966
#pragma clang diagnostic ignored "-Wold-style-cast"                 // warning: use of old-style cast                            // yes, they are more terse.
967
#pragma clang diagnostic ignored "-Wfloat-equal"                    // warning: comparing floating point with == or != is unsafe // storing and comparing against same constants (typically 0.0f) is ok.
968
#pragma clang diagnostic ignored "-Wformat-nonliteral"              // warning: format string is not a string literal            // passing non-literal to vsnformat(). yes, user passing incorrect format strings can crash the code.
969
#pragma clang diagnostic ignored "-Wexit-time-destructors"          // warning: declaration requires an exit-time destructor     // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals.
970
#pragma clang diagnostic ignored "-Wglobal-constructors"            // warning: declaration requires a global destructor         // similar to above, not sure what the exact difference is.
971
#pragma clang diagnostic ignored "-Wsign-conversion"                // warning: implicit conversion changes signedness
972
#pragma clang diagnostic ignored "-Wformat-pedantic"                // warning: format specifies type 'void *' but the argument has type 'xxxx *' // unreasonable, would lead to casting every %p arg to void*. probably enabled by -pedantic.
973
#pragma clang diagnostic ignored "-Wint-to-void-pointer-cast"       // warning: cast to 'void *' from smaller integer type 'int'
974
#pragma clang diagnostic ignored "-Wzero-as-null-pointer-constant"  // warning: zero as null pointer constant                    // some standard header variations use #define NULL 0
975
#pragma clang diagnostic ignored "-Wdouble-promotion"               // warning: implicit conversion from 'float' to 'double' when passing argument to function  // using printf() is a misery with this as C++ va_arg ellipsis changes float to double.
976
#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion"  // warning: implicit conversion from 'xxx' to 'float' may lose precision
977
#elif defined(__GNUC__)
978
// We disable -Wpragmas because GCC doesn't provide a has_warning equivalent and some forks/patches may not follow the warning/version association.
979
#pragma GCC diagnostic ignored "-Wpragmas"                  // warning: unknown option after '#pragma GCC diagnostic' kind
980
#pragma GCC diagnostic ignored "-Wunused-function"          // warning: 'xxxx' defined but not used
981
#pragma GCC diagnostic ignored "-Wint-to-pointer-cast"      // warning: cast to pointer from integer of different size
982
#pragma GCC diagnostic ignored "-Wformat"                   // warning: format '%p' expects argument of type 'void*', but argument 6 has type 'ImGuiWindow*'
983
#pragma GCC diagnostic ignored "-Wdouble-promotion"         // warning: implicit conversion from 'float' to 'double' when passing argument to function
984
#pragma GCC diagnostic ignored "-Wconversion"               // warning: conversion to 'xxxx' from 'xxxx' may alter its value
985
#pragma GCC diagnostic ignored "-Wformat-nonliteral"        // warning: format not a string literal, format string not checked
986
#pragma GCC diagnostic ignored "-Wstrict-overflow"          // warning: assuming signed overflow does not occur when assuming that (X - c) > X is always false
987
#pragma GCC diagnostic ignored "-Wclass-memaccess"          // [__GNUC__ >= 8] warning: 'memset/memcpy' clearing/writing an object of type 'xxxx' with no trivial copy-assignment; use assignment or value-initialization instead
988
#endif
989
990
// Debug options
991
0
#define IMGUI_DEBUG_NAV_SCORING     0   // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
992
#define IMGUI_DEBUG_NAV_RECTS       0   // Display the reference navigation rectangle for each window
993
#define IMGUI_DEBUG_INI_SETTINGS    0   // Save additional comments in .ini file (particularly helps for Docking, but makes saving slower)
994
995
// When using CTRL+TAB (or Gamepad Square+L/R) we delay the visual a little in order to reduce visual noise doing a fast switch.
996
static const float NAV_WINDOWING_HIGHLIGHT_DELAY            = 0.20f;    // Time before the highlight and screen dimming starts fading in
997
static const float NAV_WINDOWING_LIST_APPEAR_DELAY          = 0.15f;    // Time before the window list starts to appear
998
999
// Window resizing from edges (when io.ConfigWindowsResizeFromEdges = true and ImGuiBackendFlags_HasMouseCursors is set in io.BackendFlags by backend)
1000
static const float WINDOWS_HOVER_PADDING                    = 4.0f;     // Extend outside window for hovering/resizing (maxxed with TouchPadding) and inside windows for borders. Affect FindHoveredWindow().
1001
static const float WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER = 0.04f;    // Reduce visual noise by only highlighting the border after a certain time.
1002
static const float WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER    = 0.70f;    // Lock scrolled window (so it doesn't pick child windows that are scrolling through) for a certain time, unless mouse moved.
1003
1004
// Docking
1005
static const float DOCKING_TRANSPARENT_PAYLOAD_ALPHA        = 0.50f;    // For use with io.ConfigDockingTransparentPayload. Apply to Viewport _or_ WindowBg in host viewport.
1006
static const float DOCKING_SPLITTER_SIZE                    = 2.0f;
1007
1008
//-------------------------------------------------------------------------
1009
// [SECTION] FORWARD DECLARATIONS
1010
//-------------------------------------------------------------------------
1011
1012
static void             SetCurrentWindow(ImGuiWindow* window);
1013
static void             FindHoveredWindow();
1014
static ImGuiWindow*     CreateNewWindow(const char* name, ImGuiWindowFlags flags);
1015
static ImVec2           CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window);
1016
1017
static void             AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
1018
static void             AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
1019
1020
// Settings
1021
static void             WindowSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
1022
static void*            WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
1023
static void             WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
1024
static void             WindowSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
1025
static void             WindowSettingsHandler_WriteAll(ImGuiContext*, ImGuiSettingsHandler*, ImGuiTextBuffer* buf);
1026
1027
// Platform Dependents default implementation for IO functions
1028
static const char*      GetClipboardTextFn_DefaultImpl(void* user_data_ctx);
1029
static void             SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text);
1030
static void             SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data);
1031
1032
namespace ImGui
1033
{
1034
// Navigation
1035
static void             NavUpdate();
1036
static void             NavUpdateWindowing();
1037
static void             NavUpdateWindowingOverlay();
1038
static void             NavUpdateCancelRequest();
1039
static void             NavUpdateCreateMoveRequest();
1040
static void             NavUpdateCreateTabbingRequest();
1041
static float            NavUpdatePageUpPageDown();
1042
static inline void      NavUpdateAnyRequestFlag();
1043
static void             NavUpdateCreateWrappingRequest();
1044
static void             NavEndFrame();
1045
static bool             NavScoreItem(ImGuiNavItemData* result);
1046
static void             NavApplyItemToResult(ImGuiNavItemData* result);
1047
static void             NavProcessItem();
1048
static void             NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags);
1049
static ImVec2           NavCalcPreferredRefPos();
1050
static void             NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window);
1051
static ImGuiWindow*     NavRestoreLastChildNavWindow(ImGuiWindow* window);
1052
static void             NavRestoreLayer(ImGuiNavLayer layer);
1053
static void             NavRestoreHighlightAfterMove();
1054
static int              FindWindowFocusIndex(ImGuiWindow* window);
1055
1056
// Error Checking and Debug Tools
1057
static void             ErrorCheckNewFrameSanityChecks();
1058
static void             ErrorCheckEndFrameSanityChecks();
1059
static void             UpdateDebugToolItemPicker();
1060
static void             UpdateDebugToolStackQueries();
1061
1062
// Inputs
1063
static void             UpdateKeyboardInputs();
1064
static void             UpdateMouseInputs();
1065
static void             UpdateMouseWheel();
1066
static void             UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt);
1067
1068
// Misc
1069
static void             UpdateSettings();
1070
static bool             UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect);
1071
static void             RenderWindowOuterBorders(ImGuiWindow* window);
1072
static void             RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size);
1073
static void             RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open);
1074
static void             RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col);
1075
static void             RenderDimmedBackgrounds();
1076
1077
// Viewports
1078
const ImGuiID           IMGUI_VIEWPORT_DEFAULT_ID = 0x11111111; // Using an arbitrary constant instead of e.g. ImHashStr("ViewportDefault", 0); so it's easier to spot in the debugger. The exact value doesn't matter.
1079
static ImGuiViewportP*  AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& platform_pos, const ImVec2& size, ImGuiViewportFlags flags);
1080
static void             DestroyViewport(ImGuiViewportP* viewport);
1081
static void             UpdateViewportsNewFrame();
1082
static void             UpdateViewportsEndFrame();
1083
static void             WindowSelectViewport(ImGuiWindow* window);
1084
static void             WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack);
1085
static bool             UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* host_viewport);
1086
static bool             UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window);
1087
static bool             GetWindowAlwaysWantOwnViewport(ImGuiWindow* window);
1088
static int              FindPlatformMonitorForPos(const ImVec2& pos);
1089
static int              FindPlatformMonitorForRect(const ImRect& r);
1090
static void             UpdateViewportPlatformMonitor(ImGuiViewportP* viewport);
1091
1092
}
1093
1094
//-----------------------------------------------------------------------------
1095
// [SECTION] CONTEXT AND MEMORY ALLOCATORS
1096
//-----------------------------------------------------------------------------
1097
1098
// DLL users:
1099
// - Heaps and globals are not shared across DLL boundaries!
1100
// - You will need to call SetCurrentContext() + SetAllocatorFunctions() for each static/DLL boundary you are calling from.
1101
// - Same applies for hot-reloading mechanisms that are reliant on reloading DLL (note that many hot-reloading mechanisms work without DLL).
1102
// - Using Dear ImGui via a shared library is not recommended, because of function call overhead and because we don't guarantee backward nor forward ABI compatibility.
1103
// - Confused? In a debugger: add GImGui to your watch window and notice how its value changes depending on your current location (which DLL boundary you are in).
1104
1105
// Current context pointer. Implicitly used by all Dear ImGui functions. Always assumed to be != NULL.
1106
// - ImGui::CreateContext() will automatically set this pointer if it is NULL.
1107
//   Change to a different context by calling ImGui::SetCurrentContext().
1108
// - Important: Dear ImGui functions are not thread-safe because of this pointer.
1109
//   If you want thread-safety to allow N threads to access N different contexts:
1110
//   - Change this variable to use thread local storage so each thread can refer to a different context, in your imconfig.h:
1111
//         struct ImGuiContext;
1112
//         extern thread_local ImGuiContext* MyImGuiTLS;
1113
//         #define GImGui MyImGuiTLS
1114
//     And then define MyImGuiTLS in one of your cpp files. Note that thread_local is a C++11 keyword, earlier C++ uses compiler-specific keyword.
1115
//   - Future development aims to make this context pointer explicit to all calls. Also read https://github.com/ocornut/imgui/issues/586
1116
//   - If you need a finite number of contexts, you may compile and use multiple instances of the ImGui code from a different namespace.
1117
// - DLL users: read comments above.
1118
#ifndef GImGui
1119
ImGuiContext*   GImGui = NULL;
1120
#endif
1121
1122
// Memory Allocator functions. Use SetAllocatorFunctions() to change them.
1123
// - You probably don't want to modify that mid-program, and if you use global/static e.g. ImVector<> instances you may need to keep them accessible during program destruction.
1124
// - DLL users: read comments above.
1125
#ifndef IMGUI_DISABLE_DEFAULT_ALLOCATORS
1126
0
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); return malloc(size); }
1127
0
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); free(ptr); }
1128
#else
1129
static void*   MallocWrapper(size_t size, void* user_data)    { IM_UNUSED(user_data); IM_UNUSED(size); IM_ASSERT(0); return NULL; }
1130
static void    FreeWrapper(void* ptr, void* user_data)        { IM_UNUSED(user_data); IM_UNUSED(ptr); IM_ASSERT(0); }
1131
#endif
1132
static ImGuiMemAllocFunc    GImAllocatorAllocFunc = MallocWrapper;
1133
static ImGuiMemFreeFunc     GImAllocatorFreeFunc = FreeWrapper;
1134
static void*                GImAllocatorUserData = NULL;
1135
1136
//-----------------------------------------------------------------------------
1137
// [SECTION] USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
1138
//-----------------------------------------------------------------------------
1139
1140
ImGuiStyle::ImGuiStyle()
1141
0
{
1142
0
    Alpha                   = 1.0f;             // Global alpha applies to everything in Dear ImGui.
1143
0
    DisabledAlpha           = 0.60f;            // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha.
1144
0
    WindowPadding           = ImVec2(8,8);      // Padding within a window
1145
0
    WindowRounding          = 0.0f;             // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended.
1146
0
    WindowBorderSize        = 1.0f;             // Thickness of border around windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1147
0
    WindowMinSize           = ImVec2(32,32);    // Minimum window size
1148
0
    WindowTitleAlign        = ImVec2(0.0f,0.5f);// Alignment for title bar text
1149
0
    WindowMenuButtonPosition= ImGuiDir_Left;    // Position of the collapsing/docking button in the title bar (left/right). Defaults to ImGuiDir_Left.
1150
0
    ChildRounding           = 0.0f;             // Radius of child window corners rounding. Set to 0.0f to have rectangular child windows
1151
0
    ChildBorderSize         = 1.0f;             // Thickness of border around child windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1152
0
    PopupRounding           = 0.0f;             // Radius of popup window corners rounding. Set to 0.0f to have rectangular child windows
1153
0
    PopupBorderSize         = 1.0f;             // Thickness of border around popup or tooltip windows. Generally set to 0.0f or 1.0f. Other values not well tested.
1154
0
    FramePadding            = ImVec2(4,3);      // Padding within a framed rectangle (used by most widgets)
1155
0
    FrameRounding           = 0.0f;             // Radius of frame corners rounding. Set to 0.0f to have rectangular frames (used by most widgets).
1156
0
    FrameBorderSize         = 0.0f;             // Thickness of border around frames. Generally set to 0.0f or 1.0f. Other values not well tested.
1157
0
    ItemSpacing             = ImVec2(8,4);      // Horizontal and vertical spacing between widgets/lines
1158
0
    ItemInnerSpacing        = ImVec2(4,4);      // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label)
1159
0
    CellPadding             = ImVec2(4,2);      // Padding within a table cell
1160
0
    TouchExtraPadding       = ImVec2(0,0);      // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much!
1161
0
    IndentSpacing           = 21.0f;            // Horizontal spacing when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2).
1162
0
    ColumnsMinSpacing       = 6.0f;             // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1).
1163
0
    ScrollbarSize           = 14.0f;            // Width of the vertical scrollbar, Height of the horizontal scrollbar
1164
0
    ScrollbarRounding       = 9.0f;             // Radius of grab corners rounding for scrollbar
1165
0
    GrabMinSize             = 12.0f;            // Minimum width/height of a grab box for slider/scrollbar
1166
0
    GrabRounding            = 0.0f;             // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs.
1167
0
    LogSliderDeadzone       = 4.0f;             // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero.
1168
0
    TabRounding             = 4.0f;             // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs.
1169
0
    TabBorderSize           = 0.0f;             // Thickness of border around tabs.
1170
0
    TabMinWidthForCloseButton = 0.0f;           // Minimum width for close button to appear on an unselected tab when hovered. Set to 0.0f to always show when hovering, set to FLT_MAX to never show close button unless selected.
1171
0
    ColorButtonPosition     = ImGuiDir_Right;   // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right.
1172
0
    ButtonTextAlign         = ImVec2(0.5f,0.5f);// Alignment of button text when button is larger than text.
1173
0
    SelectableTextAlign     = ImVec2(0.0f,0.0f);// Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line.
1174
0
    SeparatorTextBorderSize = 3.0f;             // Thickkness of border in SeparatorText()
1175
0
    SeparatorTextAlign      = ImVec2(0.0f,0.5f);// Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center).
1176
0
    SeparatorTextPadding    = ImVec2(20.0f,3.f);// Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y.
1177
0
    DisplayWindowPadding    = ImVec2(19,19);    // Window position are clamped to be visible within the display area or monitors by at least this amount. Only applies to regular windows.
1178
0
    DisplaySafeAreaPadding  = ImVec2(3,3);      // If you cannot see the edge of your screen (e.g. on a TV) increase the safe area padding. Covers popups/tooltips as well regular windows.
1179
0
    MouseCursorScale        = 1.0f;             // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). May be removed later.
1180
0
    AntiAliasedLines        = true;             // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU.
1181
0
    AntiAliasedLinesUseTex  = true;             // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering).
1182
0
    AntiAliasedFill         = true;             // Enable anti-aliased filled shapes (rounded rectangles, circles, etc.).
1183
0
    CurveTessellationTol    = 1.25f;            // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality.
1184
0
    CircleTessellationMaxError = 0.30f;         // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry.
1185
1186
    // Default theme
1187
0
    ImGui::StyleColorsDark(this);
1188
0
}
1189
1190
// To scale your entire UI (e.g. if you want your app to use High DPI or generally be DPI aware) you may use this helper function. Scaling the fonts is done separately and is up to you.
1191
// Important: This operation is lossy because we round all sizes to integer. If you need to change your scale multiples, call this over a freshly initialized ImGuiStyle structure rather than scaling multiple times.
1192
void ImGuiStyle::ScaleAllSizes(float scale_factor)
1193
0
{
1194
0
    WindowPadding = ImFloor(WindowPadding * scale_factor);
1195
0
    WindowRounding = ImFloor(WindowRounding * scale_factor);
1196
0
    WindowMinSize = ImFloor(WindowMinSize * scale_factor);
1197
0
    ChildRounding = ImFloor(ChildRounding * scale_factor);
1198
0
    PopupRounding = ImFloor(PopupRounding * scale_factor);
1199
0
    FramePadding = ImFloor(FramePadding * scale_factor);
1200
0
    FrameRounding = ImFloor(FrameRounding * scale_factor);
1201
0
    ItemSpacing = ImFloor(ItemSpacing * scale_factor);
1202
0
    ItemInnerSpacing = ImFloor(ItemInnerSpacing * scale_factor);
1203
0
    CellPadding = ImFloor(CellPadding * scale_factor);
1204
0
    TouchExtraPadding = ImFloor(TouchExtraPadding * scale_factor);
1205
0
    IndentSpacing = ImFloor(IndentSpacing * scale_factor);
1206
0
    ColumnsMinSpacing = ImFloor(ColumnsMinSpacing * scale_factor);
1207
0
    ScrollbarSize = ImFloor(ScrollbarSize * scale_factor);
1208
0
    ScrollbarRounding = ImFloor(ScrollbarRounding * scale_factor);
1209
0
    GrabMinSize = ImFloor(GrabMinSize * scale_factor);
1210
0
    GrabRounding = ImFloor(GrabRounding * scale_factor);
1211
0
    LogSliderDeadzone = ImFloor(LogSliderDeadzone * scale_factor);
1212
0
    TabRounding = ImFloor(TabRounding * scale_factor);
1213
0
    TabMinWidthForCloseButton = (TabMinWidthForCloseButton != FLT_MAX) ? ImFloor(TabMinWidthForCloseButton * scale_factor) : FLT_MAX;
1214
0
    SeparatorTextPadding = ImFloor(SeparatorTextPadding * scale_factor);
1215
0
    DisplayWindowPadding = ImFloor(DisplayWindowPadding * scale_factor);
1216
0
    DisplaySafeAreaPadding = ImFloor(DisplaySafeAreaPadding * scale_factor);
1217
0
    MouseCursorScale = ImFloor(MouseCursorScale * scale_factor);
1218
0
}
1219
1220
ImGuiIO::ImGuiIO()
1221
0
{
1222
    // Most fields are initialized with zero
1223
0
    memset(this, 0, sizeof(*this));
1224
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(ImGuiIO::MouseDown) == ImGuiMouseButton_COUNT && IM_ARRAYSIZE(ImGuiIO::MouseClicked) == ImGuiMouseButton_COUNT);
1225
1226
    // Settings
1227
0
    ConfigFlags = ImGuiConfigFlags_None;
1228
0
    BackendFlags = ImGuiBackendFlags_None;
1229
0
    DisplaySize = ImVec2(-1.0f, -1.0f);
1230
0
    DeltaTime = 1.0f / 60.0f;
1231
0
    IniSavingRate = 5.0f;
1232
0
    IniFilename = "imgui.ini"; // Important: "imgui.ini" is relative to current working dir, most apps will want to lock this to an absolute path (e.g. same path as executables).
1233
0
    LogFilename = "imgui_log.txt";
1234
0
    MouseDoubleClickTime = 0.30f;
1235
0
    MouseDoubleClickMaxDist = 6.0f;
1236
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1237
    for (int i = 0; i < ImGuiKey_COUNT; i++)
1238
        KeyMap[i] = -1;
1239
#endif
1240
0
    KeyRepeatDelay = 0.275f;
1241
0
    KeyRepeatRate = 0.050f;
1242
0
    HoverDelayNormal = 0.30f;
1243
0
    HoverDelayShort = 0.10f;
1244
0
    UserData = NULL;
1245
1246
0
    Fonts = NULL;
1247
0
    FontGlobalScale = 1.0f;
1248
0
    FontDefault = NULL;
1249
0
    FontAllowUserScaling = false;
1250
0
    DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
1251
1252
    // Docking options (when ImGuiConfigFlags_DockingEnable is set)
1253
0
    ConfigDockingNoSplit = false;
1254
0
    ConfigDockingWithShift = false;
1255
0
    ConfigDockingAlwaysTabBar = false;
1256
0
    ConfigDockingTransparentPayload = false;
1257
1258
    // Viewport options (when ImGuiConfigFlags_ViewportsEnable is set)
1259
0
    ConfigViewportsNoAutoMerge = false;
1260
0
    ConfigViewportsNoTaskBarIcon = false;
1261
0
    ConfigViewportsNoDecoration = true;
1262
0
    ConfigViewportsNoDefaultParent = false;
1263
1264
    // Miscellaneous options
1265
0
    MouseDrawCursor = false;
1266
#ifdef __APPLE__
1267
    ConfigMacOSXBehaviors = true;  // Set Mac OS X style defaults based on __APPLE__ compile time flag
1268
#else
1269
0
    ConfigMacOSXBehaviors = false;
1270
0
#endif
1271
0
    ConfigInputTrickleEventQueue = true;
1272
0
    ConfigInputTextCursorBlink = true;
1273
0
    ConfigInputTextEnterKeepActive = false;
1274
0
    ConfigDragClickToInputText = false;
1275
0
    ConfigWindowsResizeFromEdges = true;
1276
0
    ConfigWindowsMoveFromTitleBarOnly = false;
1277
0
    ConfigMemoryCompactTimer = 60.0f;
1278
0
    ConfigDebugBeginReturnValueOnce = false;
1279
0
    ConfigDebugBeginReturnValueLoop = false;
1280
1281
    // Platform Functions
1282
    // Note: Initialize() will setup default clipboard/ime handlers.
1283
0
    BackendPlatformName = BackendRendererName = NULL;
1284
0
    BackendPlatformUserData = BackendRendererUserData = BackendLanguageUserData = NULL;
1285
1286
    // Input (NB: we already have memset zero the entire structure!)
1287
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1288
0
    MousePosPrev = ImVec2(-FLT_MAX, -FLT_MAX);
1289
0
    MouseSource = ImGuiMouseSource_Mouse;
1290
0
    MouseDragThreshold = 6.0f;
1291
0
    for (int i = 0; i < IM_ARRAYSIZE(MouseDownDuration); i++) MouseDownDuration[i] = MouseDownDurationPrev[i] = -1.0f;
1292
0
    for (int i = 0; i < IM_ARRAYSIZE(KeysData); i++) { KeysData[i].DownDuration = KeysData[i].DownDurationPrev = -1.0f; }
1293
0
    AppAcceptingEvents = true;
1294
0
    BackendUsingLegacyKeyArrays = (ImS8)-1;
1295
0
    BackendUsingLegacyNavInputArray = true; // assume using legacy array until proven wrong
1296
0
}
1297
1298
// Pass in translated ASCII characters for text input.
1299
// - with glfw you can get those from the callback set in glfwSetCharCallback()
1300
// - on Windows you can get those using ToAscii+keyboard state, or via the WM_CHAR message
1301
// FIXME: Should in theory be called "AddCharacterEvent()" to be consistent with new API
1302
void ImGuiIO::AddInputCharacter(unsigned int c)
1303
0
{
1304
0
    IM_ASSERT(Ctx != NULL);
1305
0
    ImGuiContext& g = *Ctx;
1306
0
    if (c == 0 || !AppAcceptingEvents)
1307
0
        return;
1308
1309
0
    ImGuiInputEvent e;
1310
0
    e.Type = ImGuiInputEventType_Text;
1311
0
    e.Source = ImGuiInputSource_Keyboard;
1312
0
    e.EventId = g.InputEventsNextEventId++;
1313
0
    e.Text.Char = c;
1314
0
    g.InputEventsQueue.push_back(e);
1315
0
}
1316
1317
// UTF16 strings use surrogate pairs to encode codepoints >= 0x10000, so
1318
// we should save the high surrogate.
1319
void ImGuiIO::AddInputCharacterUTF16(ImWchar16 c)
1320
0
{
1321
0
    if ((c == 0 && InputQueueSurrogate == 0) || !AppAcceptingEvents)
1322
0
        return;
1323
1324
0
    if ((c & 0xFC00) == 0xD800) // High surrogate, must save
1325
0
    {
1326
0
        if (InputQueueSurrogate != 0)
1327
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1328
0
        InputQueueSurrogate = c;
1329
0
        return;
1330
0
    }
1331
1332
0
    ImWchar cp = c;
1333
0
    if (InputQueueSurrogate != 0)
1334
0
    {
1335
0
        if ((c & 0xFC00) != 0xDC00) // Invalid low surrogate
1336
0
        {
1337
0
            AddInputCharacter(IM_UNICODE_CODEPOINT_INVALID);
1338
0
        }
1339
0
        else
1340
0
        {
1341
0
#if IM_UNICODE_CODEPOINT_MAX == 0xFFFF
1342
0
            cp = IM_UNICODE_CODEPOINT_INVALID; // Codepoint will not fit in ImWchar
1343
#else
1344
            cp = (ImWchar)(((InputQueueSurrogate - 0xD800) << 10) + (c - 0xDC00) + 0x10000);
1345
#endif
1346
0
        }
1347
1348
0
        InputQueueSurrogate = 0;
1349
0
    }
1350
0
    AddInputCharacter((unsigned)cp);
1351
0
}
1352
1353
void ImGuiIO::AddInputCharactersUTF8(const char* utf8_chars)
1354
0
{
1355
0
    if (!AppAcceptingEvents)
1356
0
        return;
1357
0
    while (*utf8_chars != 0)
1358
0
    {
1359
0
        unsigned int c = 0;
1360
0
        utf8_chars += ImTextCharFromUtf8(&c, utf8_chars, NULL);
1361
0
        AddInputCharacter(c);
1362
0
    }
1363
0
}
1364
1365
// FIXME: Perhaps we could clear queued events as well?
1366
void ImGuiIO::ClearInputCharacters()
1367
0
{
1368
0
    InputQueueCharacters.resize(0);
1369
0
}
1370
1371
// FIXME: Perhaps we could clear queued events as well?
1372
void ImGuiIO::ClearInputKeys()
1373
0
{
1374
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1375
    memset(KeysDown, 0, sizeof(KeysDown));
1376
#endif
1377
0
    for (int n = 0; n < IM_ARRAYSIZE(KeysData); n++)
1378
0
    {
1379
0
        KeysData[n].Down             = false;
1380
0
        KeysData[n].DownDuration     = -1.0f;
1381
0
        KeysData[n].DownDurationPrev = -1.0f;
1382
0
    }
1383
0
    KeyCtrl = KeyShift = KeyAlt = KeySuper = false;
1384
0
    KeyMods = ImGuiMod_None;
1385
0
    MousePos = ImVec2(-FLT_MAX, -FLT_MAX);
1386
0
    for (int n = 0; n < IM_ARRAYSIZE(MouseDown); n++)
1387
0
    {
1388
0
        MouseDown[n] = false;
1389
0
        MouseDownDuration[n] = MouseDownDurationPrev[n] = -1.0f;
1390
0
    }
1391
0
    MouseWheel = MouseWheelH = 0.0f;
1392
0
}
1393
1394
static ImGuiInputEvent* FindLatestInputEvent(ImGuiContext* ctx, ImGuiInputEventType type, int arg = -1)
1395
0
{
1396
0
    ImGuiContext& g = *ctx;
1397
0
    for (int n = g.InputEventsQueue.Size - 1; n >= 0; n--)
1398
0
    {
1399
0
        ImGuiInputEvent* e = &g.InputEventsQueue[n];
1400
0
        if (e->Type != type)
1401
0
            continue;
1402
0
        if (type == ImGuiInputEventType_Key && e->Key.Key != arg)
1403
0
            continue;
1404
0
        if (type == ImGuiInputEventType_MouseButton && e->MouseButton.Button != arg)
1405
0
            continue;
1406
0
        return e;
1407
0
    }
1408
0
    return NULL;
1409
0
}
1410
1411
// Queue a new key down/up event.
1412
// - ImGuiKey key:       Translated key (as in, generally ImGuiKey_A matches the key end-user would use to emit an 'A' character)
1413
// - bool down:          Is the key down? use false to signify a key release.
1414
// - float analog_value: 0.0f..1.0f
1415
// IMPORTANT: THIS FUNCTION AND OTHER "ADD" GRABS THE CONTEXT FROM OUR INSTANCE.
1416
// WE NEED TO ENSURE THAT ALL FUNCTION CALLS ARE FULLFILLING THIS, WHICH IS WHY GetKeyData() HAS AN EXPLICIT CONTEXT.
1417
void ImGuiIO::AddKeyAnalogEvent(ImGuiKey key, bool down, float analog_value)
1418
0
{
1419
    //if (e->Down) { IMGUI_DEBUG_LOG_IO("AddKeyEvent() Key='%s' %d, NativeKeycode = %d, NativeScancode = %d\n", ImGui::GetKeyName(e->Key), e->Down, e->NativeKeycode, e->NativeScancode); }
1420
0
    IM_ASSERT(Ctx != NULL);
1421
0
    if (key == ImGuiKey_None || !AppAcceptingEvents)
1422
0
        return;
1423
0
    ImGuiContext& g = *Ctx;
1424
0
    IM_ASSERT(ImGui::IsNamedKeyOrModKey(key)); // Backend needs to pass a valid ImGuiKey_ constant. 0..511 values are legacy native key codes which are not accepted by this API.
1425
0
    IM_ASSERT(ImGui::IsAliasKey(key) == false); // Backend cannot submit ImGuiKey_MouseXXX values they are automatically inferred from AddMouseXXX() events.
1426
0
    IM_ASSERT(key != ImGuiMod_Shortcut); // We could easily support the translation here but it seems saner to not accept it (TestEngine perform a translation itself)
1427
1428
    // Verify that backend isn't mixing up using new io.AddKeyEvent() api and old io.KeysDown[] + io.KeyMap[] data.
1429
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1430
    IM_ASSERT((BackendUsingLegacyKeyArrays == -1 || BackendUsingLegacyKeyArrays == 0) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1431
    if (BackendUsingLegacyKeyArrays == -1)
1432
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
1433
            IM_ASSERT(KeyMap[n] == -1 && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
1434
    BackendUsingLegacyKeyArrays = 0;
1435
#endif
1436
0
    if (ImGui::IsGamepadKey(key))
1437
0
        BackendUsingLegacyNavInputArray = false;
1438
1439
    // Filter duplicate (in particular: key mods and gamepad analog values are commonly spammed)
1440
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Key, (int)key);
1441
0
    const ImGuiKeyData* key_data = ImGui::GetKeyData(&g, key);
1442
0
    const bool latest_key_down = latest_event ? latest_event->Key.Down : key_data->Down;
1443
0
    const float latest_key_analog = latest_event ? latest_event->Key.AnalogValue : key_data->AnalogValue;
1444
0
    if (latest_key_down == down && latest_key_analog == analog_value)
1445
0
        return;
1446
1447
    // Add event
1448
0
    ImGuiInputEvent e;
1449
0
    e.Type = ImGuiInputEventType_Key;
1450
0
    e.Source = ImGui::IsGamepadKey(key) ? ImGuiInputSource_Gamepad : ImGuiInputSource_Keyboard;
1451
0
    e.EventId = g.InputEventsNextEventId++;
1452
0
    e.Key.Key = key;
1453
0
    e.Key.Down = down;
1454
0
    e.Key.AnalogValue = analog_value;
1455
0
    g.InputEventsQueue.push_back(e);
1456
0
}
1457
1458
void ImGuiIO::AddKeyEvent(ImGuiKey key, bool down)
1459
0
{
1460
0
    if (!AppAcceptingEvents)
1461
0
        return;
1462
0
    AddKeyAnalogEvent(key, down, down ? 1.0f : 0.0f);
1463
0
}
1464
1465
// [Optional] Call after AddKeyEvent().
1466
// Specify native keycode, scancode + Specify index for legacy <1.87 IsKeyXXX() functions with native indices.
1467
// If you are writing a backend in 2022 or don't use IsKeyXXX() with native values that are not ImGuiKey values, you can avoid calling this.
1468
void ImGuiIO::SetKeyEventNativeData(ImGuiKey key, int native_keycode, int native_scancode, int native_legacy_index)
1469
0
{
1470
0
    if (key == ImGuiKey_None)
1471
0
        return;
1472
0
    IM_ASSERT(ImGui::IsNamedKey(key)); // >= 512
1473
0
    IM_ASSERT(native_legacy_index == -1 || ImGui::IsLegacyKey((ImGuiKey)native_legacy_index)); // >= 0 && <= 511
1474
0
    IM_UNUSED(native_keycode);  // Yet unused
1475
0
    IM_UNUSED(native_scancode); // Yet unused
1476
1477
    // Build native->imgui map so old user code can still call key functions with native 0..511 values.
1478
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
1479
    const int legacy_key = (native_legacy_index != -1) ? native_legacy_index : native_keycode;
1480
    if (!ImGui::IsLegacyKey((ImGuiKey)legacy_key))
1481
        return;
1482
    KeyMap[legacy_key] = key;
1483
    KeyMap[key] = legacy_key;
1484
#else
1485
0
    IM_UNUSED(key);
1486
0
    IM_UNUSED(native_legacy_index);
1487
0
#endif
1488
0
}
1489
1490
// Set master flag for accepting key/mouse/text events (default to true). Useful if you have native dialog boxes that are interrupting your application loop/refresh, and you want to disable events being queued while your app is frozen.
1491
void ImGuiIO::SetAppAcceptingEvents(bool accepting_events)
1492
0
{
1493
0
    AppAcceptingEvents = accepting_events;
1494
0
}
1495
1496
// Queue a mouse move event
1497
void ImGuiIO::AddMousePosEvent(float x, float y)
1498
0
{
1499
0
    IM_ASSERT(Ctx != NULL);
1500
0
    ImGuiContext& g = *Ctx;
1501
0
    if (!AppAcceptingEvents)
1502
0
        return;
1503
1504
    // Apply same flooring as UpdateMouseInputs()
1505
0
    ImVec2 pos((x > -FLT_MAX) ? ImFloorSigned(x) : x, (y > -FLT_MAX) ? ImFloorSigned(y) : y);
1506
1507
    // Filter duplicate
1508
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MousePos);
1509
0
    const ImVec2 latest_pos = latest_event ? ImVec2(latest_event->MousePos.PosX, latest_event->MousePos.PosY) : g.IO.MousePos;
1510
0
    if (latest_pos.x == pos.x && latest_pos.y == pos.y)
1511
0
        return;
1512
1513
0
    ImGuiInputEvent e;
1514
0
    e.Type = ImGuiInputEventType_MousePos;
1515
0
    e.Source = ImGuiInputSource_Mouse;
1516
0
    e.EventId = g.InputEventsNextEventId++;
1517
0
    e.MousePos.PosX = pos.x;
1518
0
    e.MousePos.PosY = pos.y;
1519
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1520
0
    g.InputEventsQueue.push_back(e);
1521
0
}
1522
1523
void ImGuiIO::AddMouseButtonEvent(int mouse_button, bool down)
1524
0
{
1525
0
    IM_ASSERT(Ctx != NULL);
1526
0
    ImGuiContext& g = *Ctx;
1527
0
    IM_ASSERT(mouse_button >= 0 && mouse_button < ImGuiMouseButton_COUNT);
1528
0
    if (!AppAcceptingEvents)
1529
0
        return;
1530
1531
    // Filter duplicate
1532
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseButton, (int)mouse_button);
1533
0
    const bool latest_button_down = latest_event ? latest_event->MouseButton.Down : g.IO.MouseDown[mouse_button];
1534
0
    if (latest_button_down == down)
1535
0
        return;
1536
1537
0
    ImGuiInputEvent e;
1538
0
    e.Type = ImGuiInputEventType_MouseButton;
1539
0
    e.Source = ImGuiInputSource_Mouse;
1540
0
    e.EventId = g.InputEventsNextEventId++;
1541
0
    e.MouseButton.Button = mouse_button;
1542
0
    e.MouseButton.Down = down;
1543
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1544
0
    g.InputEventsQueue.push_back(e);
1545
0
}
1546
1547
// Queue a mouse wheel event (some mouse/API may only have a Y component)
1548
void ImGuiIO::AddMouseWheelEvent(float wheel_x, float wheel_y)
1549
0
{
1550
0
    IM_ASSERT(Ctx != NULL);
1551
0
    ImGuiContext& g = *Ctx;
1552
1553
    // Filter duplicate (unlike most events, wheel values are relative and easy to filter)
1554
0
    if (!AppAcceptingEvents || (wheel_x == 0.0f && wheel_y == 0.0f))
1555
0
        return;
1556
1557
0
    ImGuiInputEvent e;
1558
0
    e.Type = ImGuiInputEventType_MouseWheel;
1559
0
    e.Source = ImGuiInputSource_Mouse;
1560
0
    e.EventId = g.InputEventsNextEventId++;
1561
0
    e.MouseWheel.WheelX = wheel_x;
1562
0
    e.MouseWheel.WheelY = wheel_y;
1563
0
    e.MouseWheel.MouseSource = g.InputEventsNextMouseSource;
1564
0
    g.InputEventsQueue.push_back(e);
1565
0
}
1566
1567
// This is not a real event, the data is latched in order to be stored in actual Mouse events.
1568
// This is so that duplicate events (e.g. Windows sending extraneous WM_MOUSEMOVE) gets filtered and are not leading to actual source changes.
1569
void ImGuiIO::AddMouseSourceEvent(ImGuiMouseSource source)
1570
0
{
1571
0
    IM_ASSERT(Ctx != NULL);
1572
0
    ImGuiContext& g = *Ctx;
1573
0
    g.InputEventsNextMouseSource = source;
1574
0
}
1575
1576
void ImGuiIO::AddMouseViewportEvent(ImGuiID viewport_id)
1577
0
{
1578
0
    IM_ASSERT(Ctx != NULL);
1579
0
    ImGuiContext& g = *Ctx;
1580
    //IM_ASSERT(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport);
1581
0
    if (!AppAcceptingEvents)
1582
0
        return;
1583
1584
    // Filter duplicate
1585
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_MouseViewport);
1586
0
    const ImGuiID latest_viewport_id = latest_event ? latest_event->MouseViewport.HoveredViewportID : g.IO.MouseHoveredViewport;
1587
0
    if (latest_viewport_id == viewport_id)
1588
0
        return;
1589
1590
0
    ImGuiInputEvent e;
1591
0
    e.Type = ImGuiInputEventType_MouseViewport;
1592
0
    e.Source = ImGuiInputSource_Mouse;
1593
0
    e.MouseViewport.HoveredViewportID = viewport_id;
1594
0
    g.InputEventsQueue.push_back(e);
1595
0
}
1596
1597
void ImGuiIO::AddFocusEvent(bool focused)
1598
0
{
1599
0
    IM_ASSERT(Ctx != NULL);
1600
0
    ImGuiContext& g = *Ctx;
1601
1602
    // Filter duplicate
1603
0
    const ImGuiInputEvent* latest_event = FindLatestInputEvent(&g, ImGuiInputEventType_Focus);
1604
0
    const bool latest_focused = latest_event ? latest_event->AppFocused.Focused : !g.IO.AppFocusLost;
1605
0
    if (latest_focused == focused || (ConfigDebugIgnoreFocusLoss && !focused))
1606
0
        return;
1607
1608
0
    ImGuiInputEvent e;
1609
0
    e.Type = ImGuiInputEventType_Focus;
1610
0
    e.EventId = g.InputEventsNextEventId++;
1611
0
    e.AppFocused.Focused = focused;
1612
0
    g.InputEventsQueue.push_back(e);
1613
0
}
1614
1615
//-----------------------------------------------------------------------------
1616
// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
1617
//-----------------------------------------------------------------------------
1618
1619
ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
1620
0
{
1621
0
    IM_ASSERT(num_segments > 0); // Use ImBezierCubicClosestPointCasteljau()
1622
0
    ImVec2 p_last = p1;
1623
0
    ImVec2 p_closest;
1624
0
    float p_closest_dist2 = FLT_MAX;
1625
0
    float t_step = 1.0f / (float)num_segments;
1626
0
    for (int i_step = 1; i_step <= num_segments; i_step++)
1627
0
    {
1628
0
        ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
1629
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1630
0
        float dist2 = ImLengthSqr(p - p_line);
1631
0
        if (dist2 < p_closest_dist2)
1632
0
        {
1633
0
            p_closest = p_line;
1634
0
            p_closest_dist2 = dist2;
1635
0
        }
1636
0
        p_last = p_current;
1637
0
    }
1638
0
    return p_closest;
1639
0
}
1640
1641
// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
1642
static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
1643
0
{
1644
0
    float dx = x4 - x1;
1645
0
    float dy = y4 - y1;
1646
0
    float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
1647
0
    float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
1648
0
    d2 = (d2 >= 0) ? d2 : -d2;
1649
0
    d3 = (d3 >= 0) ? d3 : -d3;
1650
0
    if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
1651
0
    {
1652
0
        ImVec2 p_current(x4, y4);
1653
0
        ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
1654
0
        float dist2 = ImLengthSqr(p - p_line);
1655
0
        if (dist2 < p_closest_dist2)
1656
0
        {
1657
0
            p_closest = p_line;
1658
0
            p_closest_dist2 = dist2;
1659
0
        }
1660
0
        p_last = p_current;
1661
0
    }
1662
0
    else if (level < 10)
1663
0
    {
1664
0
        float x12 = (x1 + x2)*0.5f,       y12 = (y1 + y2)*0.5f;
1665
0
        float x23 = (x2 + x3)*0.5f,       y23 = (y2 + y3)*0.5f;
1666
0
        float x34 = (x3 + x4)*0.5f,       y34 = (y3 + y4)*0.5f;
1667
0
        float x123 = (x12 + x23)*0.5f,    y123 = (y12 + y23)*0.5f;
1668
0
        float x234 = (x23 + x34)*0.5f,    y234 = (y23 + y34)*0.5f;
1669
0
        float x1234 = (x123 + x234)*0.5f, y1234 = (y123 + y234)*0.5f;
1670
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
1671
0
        ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
1672
0
    }
1673
0
}
1674
1675
// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
1676
// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
1677
ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
1678
0
{
1679
0
    IM_ASSERT(tess_tol > 0.0f);
1680
0
    ImVec2 p_last = p1;
1681
0
    ImVec2 p_closest;
1682
0
    float p_closest_dist2 = FLT_MAX;
1683
0
    ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
1684
0
    return p_closest;
1685
0
}
1686
1687
ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p)
1688
0
{
1689
0
    ImVec2 ap = p - a;
1690
0
    ImVec2 ab_dir = b - a;
1691
0
    float dot = ap.x * ab_dir.x + ap.y * ab_dir.y;
1692
0
    if (dot < 0.0f)
1693
0
        return a;
1694
0
    float ab_len_sqr = ab_dir.x * ab_dir.x + ab_dir.y * ab_dir.y;
1695
0
    if (dot > ab_len_sqr)
1696
0
        return b;
1697
0
    return a + ab_dir * dot / ab_len_sqr;
1698
0
}
1699
1700
bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1701
0
{
1702
0
    bool b1 = ((p.x - b.x) * (a.y - b.y) - (p.y - b.y) * (a.x - b.x)) < 0.0f;
1703
0
    bool b2 = ((p.x - c.x) * (b.y - c.y) - (p.y - c.y) * (b.x - c.x)) < 0.0f;
1704
0
    bool b3 = ((p.x - a.x) * (c.y - a.y) - (p.y - a.y) * (c.x - a.x)) < 0.0f;
1705
0
    return ((b1 == b2) && (b2 == b3));
1706
0
}
1707
1708
void ImTriangleBarycentricCoords(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p, float& out_u, float& out_v, float& out_w)
1709
0
{
1710
0
    ImVec2 v0 = b - a;
1711
0
    ImVec2 v1 = c - a;
1712
0
    ImVec2 v2 = p - a;
1713
0
    const float denom = v0.x * v1.y - v1.x * v0.y;
1714
0
    out_v = (v2.x * v1.y - v1.x * v2.y) / denom;
1715
0
    out_w = (v0.x * v2.y - v2.x * v0.y) / denom;
1716
0
    out_u = 1.0f - out_v - out_w;
1717
0
}
1718
1719
ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p)
1720
0
{
1721
0
    ImVec2 proj_ab = ImLineClosestPoint(a, b, p);
1722
0
    ImVec2 proj_bc = ImLineClosestPoint(b, c, p);
1723
0
    ImVec2 proj_ca = ImLineClosestPoint(c, a, p);
1724
0
    float dist2_ab = ImLengthSqr(p - proj_ab);
1725
0
    float dist2_bc = ImLengthSqr(p - proj_bc);
1726
0
    float dist2_ca = ImLengthSqr(p - proj_ca);
1727
0
    float m = ImMin(dist2_ab, ImMin(dist2_bc, dist2_ca));
1728
0
    if (m == dist2_ab)
1729
0
        return proj_ab;
1730
0
    if (m == dist2_bc)
1731
0
        return proj_bc;
1732
0
    return proj_ca;
1733
0
}
1734
1735
//-----------------------------------------------------------------------------
1736
// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
1737
//-----------------------------------------------------------------------------
1738
1739
// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
1740
int ImStricmp(const char* str1, const char* str2)
1741
0
{
1742
0
    int d;
1743
0
    while ((d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; }
1744
0
    return d;
1745
0
}
1746
1747
int ImStrnicmp(const char* str1, const char* str2, size_t count)
1748
0
{
1749
0
    int d = 0;
1750
0
    while (count > 0 && (d = ImToUpper(*str2) - ImToUpper(*str1)) == 0 && *str1) { str1++; str2++; count--; }
1751
0
    return d;
1752
0
}
1753
1754
void ImStrncpy(char* dst, const char* src, size_t count)
1755
0
{
1756
0
    if (count < 1)
1757
0
        return;
1758
0
    if (count > 1)
1759
0
        strncpy(dst, src, count - 1);
1760
0
    dst[count - 1] = 0;
1761
0
}
1762
1763
char* ImStrdup(const char* str)
1764
0
{
1765
0
    size_t len = strlen(str);
1766
0
    void* buf = IM_ALLOC(len + 1);
1767
0
    return (char*)memcpy(buf, (const void*)str, len + 1);
1768
0
}
1769
1770
char* ImStrdupcpy(char* dst, size_t* p_dst_size, const char* src)
1771
0
{
1772
0
    size_t dst_buf_size = p_dst_size ? *p_dst_size : strlen(dst) + 1;
1773
0
    size_t src_size = strlen(src) + 1;
1774
0
    if (dst_buf_size < src_size)
1775
0
    {
1776
0
        IM_FREE(dst);
1777
0
        dst = (char*)IM_ALLOC(src_size);
1778
0
        if (p_dst_size)
1779
0
            *p_dst_size = src_size;
1780
0
    }
1781
0
    return (char*)memcpy(dst, (const void*)src, src_size);
1782
0
}
1783
1784
const char* ImStrchrRange(const char* str, const char* str_end, char c)
1785
0
{
1786
0
    const char* p = (const char*)memchr(str, (int)c, str_end - str);
1787
0
    return p;
1788
0
}
1789
1790
int ImStrlenW(const ImWchar* str)
1791
0
{
1792
    //return (int)wcslen((const wchar_t*)str);  // FIXME-OPT: Could use this when wchar_t are 16-bit
1793
0
    int n = 0;
1794
0
    while (*str++) n++;
1795
0
    return n;
1796
0
}
1797
1798
// Find end-of-line. Return pointer will point to either first \n, either str_end.
1799
const char* ImStreolRange(const char* str, const char* str_end)
1800
0
{
1801
0
    const char* p = (const char*)memchr(str, '\n', str_end - str);
1802
0
    return p ? p : str_end;
1803
0
}
1804
1805
const ImWchar* ImStrbolW(const ImWchar* buf_mid_line, const ImWchar* buf_begin) // find beginning-of-line
1806
0
{
1807
0
    while (buf_mid_line > buf_begin && buf_mid_line[-1] != '\n')
1808
0
        buf_mid_line--;
1809
0
    return buf_mid_line;
1810
0
}
1811
1812
const char* ImStristr(const char* haystack, const char* haystack_end, const char* needle, const char* needle_end)
1813
0
{
1814
0
    if (!needle_end)
1815
0
        needle_end = needle + strlen(needle);
1816
1817
0
    const char un0 = (char)ImToUpper(*needle);
1818
0
    while ((!haystack_end && *haystack) || (haystack_end && haystack < haystack_end))
1819
0
    {
1820
0
        if (ImToUpper(*haystack) == un0)
1821
0
        {
1822
0
            const char* b = needle + 1;
1823
0
            for (const char* a = haystack + 1; b < needle_end; a++, b++)
1824
0
                if (ImToUpper(*a) != ImToUpper(*b))
1825
0
                    break;
1826
0
            if (b == needle_end)
1827
0
                return haystack;
1828
0
        }
1829
0
        haystack++;
1830
0
    }
1831
0
    return NULL;
1832
0
}
1833
1834
// Trim str by offsetting contents when there's leading data + writing a \0 at the trailing position. We use this in situation where the cost is negligible.
1835
void ImStrTrimBlanks(char* buf)
1836
0
{
1837
0
    char* p = buf;
1838
0
    while (p[0] == ' ' || p[0] == '\t')     // Leading blanks
1839
0
        p++;
1840
0
    char* p_start = p;
1841
0
    while (*p != 0)                         // Find end of string
1842
0
        p++;
1843
0
    while (p > p_start && (p[-1] == ' ' || p[-1] == '\t'))  // Trailing blanks
1844
0
        p--;
1845
0
    if (p_start != buf)                     // Copy memory if we had leading blanks
1846
0
        memmove(buf, p_start, p - p_start);
1847
0
    buf[p - p_start] = 0;                   // Zero terminate
1848
0
}
1849
1850
const char* ImStrSkipBlank(const char* str)
1851
0
{
1852
0
    while (str[0] == ' ' || str[0] == '\t')
1853
0
        str++;
1854
0
    return str;
1855
0
}
1856
1857
// A) MSVC version appears to return -1 on overflow, whereas glibc appears to return total count (which may be >= buf_size).
1858
// Ideally we would test for only one of those limits at runtime depending on the behavior the vsnprintf(), but trying to deduct it at compile time sounds like a pandora can of worm.
1859
// B) When buf==NULL vsnprintf() will return the output size.
1860
#ifndef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1861
1862
// We support stb_sprintf which is much faster (see: https://github.com/nothings/stb/blob/master/stb_sprintf.h)
1863
// You may set IMGUI_USE_STB_SPRINTF to use our default wrapper, or set IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1864
// and setup the wrapper yourself. (FIXME-OPT: Some of our high-level operations such as ImGuiTextBuffer::appendfv() are
1865
// designed using two-passes worst case, which probably could be improved using the stbsp_vsprintfcb() function.)
1866
#ifdef IMGUI_USE_STB_SPRINTF
1867
#define STB_SPRINTF_IMPLEMENTATION
1868
#ifdef IMGUI_STB_SPRINTF_FILENAME
1869
#include IMGUI_STB_SPRINTF_FILENAME
1870
#else
1871
#include "stb_sprintf.h"
1872
#endif
1873
#endif
1874
1875
#if defined(_MSC_VER) && !defined(vsnprintf)
1876
#define vsnprintf _vsnprintf
1877
#endif
1878
1879
int ImFormatString(char* buf, size_t buf_size, const char* fmt, ...)
1880
0
{
1881
0
    va_list args;
1882
0
    va_start(args, fmt);
1883
#ifdef IMGUI_USE_STB_SPRINTF
1884
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1885
#else
1886
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1887
0
#endif
1888
0
    va_end(args);
1889
0
    if (buf == NULL)
1890
0
        return w;
1891
0
    if (w == -1 || w >= (int)buf_size)
1892
0
        w = (int)buf_size - 1;
1893
0
    buf[w] = 0;
1894
0
    return w;
1895
0
}
1896
1897
int ImFormatStringV(char* buf, size_t buf_size, const char* fmt, va_list args)
1898
0
{
1899
#ifdef IMGUI_USE_STB_SPRINTF
1900
    int w = stbsp_vsnprintf(buf, (int)buf_size, fmt, args);
1901
#else
1902
0
    int w = vsnprintf(buf, buf_size, fmt, args);
1903
0
#endif
1904
0
    if (buf == NULL)
1905
0
        return w;
1906
0
    if (w == -1 || w >= (int)buf_size)
1907
0
        w = (int)buf_size - 1;
1908
0
    buf[w] = 0;
1909
0
    return w;
1910
0
}
1911
#endif // #ifdef IMGUI_DISABLE_DEFAULT_FORMAT_FUNCTIONS
1912
1913
void ImFormatStringToTempBuffer(const char** out_buf, const char** out_buf_end, const char* fmt, ...)
1914
0
{
1915
0
    ImGuiContext& g = *GImGui;
1916
0
    va_list args;
1917
0
    va_start(args, fmt);
1918
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1919
0
    {
1920
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1921
0
        *out_buf = buf;
1922
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1923
0
    }
1924
0
    else
1925
0
    {
1926
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1927
0
        *out_buf = g.TempBuffer.Data;
1928
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1929
0
    }
1930
0
    va_end(args);
1931
0
}
1932
1933
void ImFormatStringToTempBufferV(const char** out_buf, const char** out_buf_end, const char* fmt, va_list args)
1934
0
{
1935
0
    ImGuiContext& g = *GImGui;
1936
0
    if (fmt[0] == '%' && fmt[1] == 's' && fmt[2] == 0)
1937
0
    {
1938
0
        const char* buf = va_arg(args, const char*); // Skip formatting when using "%s"
1939
0
        *out_buf = buf;
1940
0
        if (out_buf_end) { *out_buf_end = buf + strlen(buf); }
1941
0
    }
1942
0
    else
1943
0
    {
1944
0
        int buf_len = ImFormatStringV(g.TempBuffer.Data, g.TempBuffer.Size, fmt, args);
1945
0
        *out_buf = g.TempBuffer.Data;
1946
0
        if (out_buf_end) { *out_buf_end = g.TempBuffer.Data + buf_len; }
1947
0
    }
1948
0
}
1949
1950
// CRC32 needs a 1KB lookup table (not cache friendly)
1951
// Although the code to generate the table is simple and shorter than the table itself, using a const table allows us to easily:
1952
// - avoid an unnecessary branch/memory tap, - keep the ImHashXXX functions usable by static constructors, - make it thread-safe.
1953
static const ImU32 GCrc32LookupTable[256] =
1954
{
1955
    0x00000000,0x77073096,0xEE0E612C,0x990951BA,0x076DC419,0x706AF48F,0xE963A535,0x9E6495A3,0x0EDB8832,0x79DCB8A4,0xE0D5E91E,0x97D2D988,0x09B64C2B,0x7EB17CBD,0xE7B82D07,0x90BF1D91,
1956
    0x1DB71064,0x6AB020F2,0xF3B97148,0x84BE41DE,0x1ADAD47D,0x6DDDE4EB,0xF4D4B551,0x83D385C7,0x136C9856,0x646BA8C0,0xFD62F97A,0x8A65C9EC,0x14015C4F,0x63066CD9,0xFA0F3D63,0x8D080DF5,
1957
    0x3B6E20C8,0x4C69105E,0xD56041E4,0xA2677172,0x3C03E4D1,0x4B04D447,0xD20D85FD,0xA50AB56B,0x35B5A8FA,0x42B2986C,0xDBBBC9D6,0xACBCF940,0x32D86CE3,0x45DF5C75,0xDCD60DCF,0xABD13D59,
1958
    0x26D930AC,0x51DE003A,0xC8D75180,0xBFD06116,0x21B4F4B5,0x56B3C423,0xCFBA9599,0xB8BDA50F,0x2802B89E,0x5F058808,0xC60CD9B2,0xB10BE924,0x2F6F7C87,0x58684C11,0xC1611DAB,0xB6662D3D,
1959
    0x76DC4190,0x01DB7106,0x98D220BC,0xEFD5102A,0x71B18589,0x06B6B51F,0x9FBFE4A5,0xE8B8D433,0x7807C9A2,0x0F00F934,0x9609A88E,0xE10E9818,0x7F6A0DBB,0x086D3D2D,0x91646C97,0xE6635C01,
1960
    0x6B6B51F4,0x1C6C6162,0x856530D8,0xF262004E,0x6C0695ED,0x1B01A57B,0x8208F4C1,0xF50FC457,0x65B0D9C6,0x12B7E950,0x8BBEB8EA,0xFCB9887C,0x62DD1DDF,0x15DA2D49,0x8CD37CF3,0xFBD44C65,
1961
    0x4DB26158,0x3AB551CE,0xA3BC0074,0xD4BB30E2,0x4ADFA541,0x3DD895D7,0xA4D1C46D,0xD3D6F4FB,0x4369E96A,0x346ED9FC,0xAD678846,0xDA60B8D0,0x44042D73,0x33031DE5,0xAA0A4C5F,0xDD0D7CC9,
1962
    0x5005713C,0x270241AA,0xBE0B1010,0xC90C2086,0x5768B525,0x206F85B3,0xB966D409,0xCE61E49F,0x5EDEF90E,0x29D9C998,0xB0D09822,0xC7D7A8B4,0x59B33D17,0x2EB40D81,0xB7BD5C3B,0xC0BA6CAD,
1963
    0xEDB88320,0x9ABFB3B6,0x03B6E20C,0x74B1D29A,0xEAD54739,0x9DD277AF,0x04DB2615,0x73DC1683,0xE3630B12,0x94643B84,0x0D6D6A3E,0x7A6A5AA8,0xE40ECF0B,0x9309FF9D,0x0A00AE27,0x7D079EB1,
1964
    0xF00F9344,0x8708A3D2,0x1E01F268,0x6906C2FE,0xF762575D,0x806567CB,0x196C3671,0x6E6B06E7,0xFED41B76,0x89D32BE0,0x10DA7A5A,0x67DD4ACC,0xF9B9DF6F,0x8EBEEFF9,0x17B7BE43,0x60B08ED5,
1965
    0xD6D6A3E8,0xA1D1937E,0x38D8C2C4,0x4FDFF252,0xD1BB67F1,0xA6BC5767,0x3FB506DD,0x48B2364B,0xD80D2BDA,0xAF0A1B4C,0x36034AF6,0x41047A60,0xDF60EFC3,0xA867DF55,0x316E8EEF,0x4669BE79,
1966
    0xCB61B38C,0xBC66831A,0x256FD2A0,0x5268E236,0xCC0C7795,0xBB0B4703,0x220216B9,0x5505262F,0xC5BA3BBE,0xB2BD0B28,0x2BB45A92,0x5CB36A04,0xC2D7FFA7,0xB5D0CF31,0x2CD99E8B,0x5BDEAE1D,
1967
    0x9B64C2B0,0xEC63F226,0x756AA39C,0x026D930A,0x9C0906A9,0xEB0E363F,0x72076785,0x05005713,0x95BF4A82,0xE2B87A14,0x7BB12BAE,0x0CB61B38,0x92D28E9B,0xE5D5BE0D,0x7CDCEFB7,0x0BDBDF21,
1968
    0x86D3D2D4,0xF1D4E242,0x68DDB3F8,0x1FDA836E,0x81BE16CD,0xF6B9265B,0x6FB077E1,0x18B74777,0x88085AE6,0xFF0F6A70,0x66063BCA,0x11010B5C,0x8F659EFF,0xF862AE69,0x616BFFD3,0x166CCF45,
1969
    0xA00AE278,0xD70DD2EE,0x4E048354,0x3903B3C2,0xA7672661,0xD06016F7,0x4969474D,0x3E6E77DB,0xAED16A4A,0xD9D65ADC,0x40DF0B66,0x37D83BF0,0xA9BCAE53,0xDEBB9EC5,0x47B2CF7F,0x30B5FFE9,
1970
    0xBDBDF21C,0xCABAC28A,0x53B39330,0x24B4A3A6,0xBAD03605,0xCDD70693,0x54DE5729,0x23D967BF,0xB3667A2E,0xC4614AB8,0x5D681B02,0x2A6F2B94,0xB40BBE37,0xC30C8EA1,0x5A05DF1B,0x2D02EF8D,
1971
};
1972
1973
// Known size hash
1974
// It is ok to call ImHashData on a string with known length but the ### operator won't be supported.
1975
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1976
ImGuiID ImHashData(const void* data_p, size_t data_size, ImGuiID seed)
1977
0
{
1978
0
    ImU32 crc = ~seed;
1979
0
    const unsigned char* data = (const unsigned char*)data_p;
1980
0
    const ImU32* crc32_lut = GCrc32LookupTable;
1981
0
    while (data_size-- != 0)
1982
0
        crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ *data++];
1983
0
    return ~crc;
1984
0
}
1985
1986
// Zero-terminated string hash, with support for ### to reset back to seed value
1987
// We support a syntax of "label###id" where only "###id" is included in the hash, and only "label" gets displayed.
1988
// Because this syntax is rarely used we are optimizing for the common case.
1989
// - If we reach ### in the string we discard the hash so far and reset to the seed.
1990
// - We don't do 'current += 2; continue;' after handling ### to keep the code smaller/faster (measured ~10% diff in Debug build)
1991
// FIXME-OPT: Replace with e.g. FNV1a hash? CRC32 pretty much randomly access 1KB. Need to do proper measurements.
1992
ImGuiID ImHashStr(const char* data_p, size_t data_size, ImGuiID seed)
1993
0
{
1994
0
    seed = ~seed;
1995
0
    ImU32 crc = seed;
1996
0
    const unsigned char* data = (const unsigned char*)data_p;
1997
0
    const ImU32* crc32_lut = GCrc32LookupTable;
1998
0
    if (data_size != 0)
1999
0
    {
2000
0
        while (data_size-- != 0)
2001
0
        {
2002
0
            unsigned char c = *data++;
2003
0
            if (c == '#' && data_size >= 2 && data[0] == '#' && data[1] == '#')
2004
0
                crc = seed;
2005
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2006
0
        }
2007
0
    }
2008
0
    else
2009
0
    {
2010
0
        while (unsigned char c = *data++)
2011
0
        {
2012
0
            if (c == '#' && data[0] == '#' && data[1] == '#')
2013
0
                crc = seed;
2014
0
            crc = (crc >> 8) ^ crc32_lut[(crc & 0xFF) ^ c];
2015
0
        }
2016
0
    }
2017
0
    return ~crc;
2018
0
}
2019
2020
//-----------------------------------------------------------------------------
2021
// [SECTION] MISC HELPERS/UTILITIES (File functions)
2022
//-----------------------------------------------------------------------------
2023
2024
// Default file functions
2025
#ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2026
2027
ImFileHandle ImFileOpen(const char* filename, const char* mode)
2028
0
{
2029
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(__CYGWIN__) && !defined(__GNUC__)
2030
    // We need a fopen() wrapper because MSVC/Windows fopen doesn't handle UTF-8 filenames.
2031
    // Previously we used ImTextCountCharsFromUtf8/ImTextStrFromUtf8 here but we now need to support ImWchar16 and ImWchar32!
2032
    const int filename_wsize = ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, NULL, 0);
2033
    const int mode_wsize = ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, NULL, 0);
2034
    ImVector<wchar_t> buf;
2035
    buf.resize(filename_wsize + mode_wsize);
2036
    ::MultiByteToWideChar(CP_UTF8, 0, filename, -1, (wchar_t*)&buf[0], filename_wsize);
2037
    ::MultiByteToWideChar(CP_UTF8, 0, mode, -1, (wchar_t*)&buf[filename_wsize], mode_wsize);
2038
    return ::_wfopen((const wchar_t*)&buf[0], (const wchar_t*)&buf[filename_wsize]);
2039
#else
2040
0
    return fopen(filename, mode);
2041
0
#endif
2042
0
}
2043
2044
// We should in theory be using fseeko()/ftello() with off_t and _fseeki64()/_ftelli64() with __int64, waiting for the PR that does that in a very portable pre-C++11 zero-warnings way.
2045
0
bool    ImFileClose(ImFileHandle f)     { return fclose(f) == 0; }
2046
0
ImU64   ImFileGetSize(ImFileHandle f)   { long off = 0, sz = 0; return ((off = ftell(f)) != -1 && !fseek(f, 0, SEEK_END) && (sz = ftell(f)) != -1 && !fseek(f, off, SEEK_SET)) ? (ImU64)sz : (ImU64)-1; }
2047
0
ImU64   ImFileRead(void* data, ImU64 sz, ImU64 count, ImFileHandle f)           { return fread(data, (size_t)sz, (size_t)count, f); }
2048
0
ImU64   ImFileWrite(const void* data, ImU64 sz, ImU64 count, ImFileHandle f)    { return fwrite(data, (size_t)sz, (size_t)count, f); }
2049
#endif // #ifndef IMGUI_DISABLE_DEFAULT_FILE_FUNCTIONS
2050
2051
// Helper: Load file content into memory
2052
// Memory allocated with IM_ALLOC(), must be freed by user using IM_FREE() == ImGui::MemFree()
2053
// This can't really be used with "rt" because fseek size won't match read size.
2054
void*   ImFileLoadToMemory(const char* filename, const char* mode, size_t* out_file_size, int padding_bytes)
2055
0
{
2056
0
    IM_ASSERT(filename && mode);
2057
0
    if (out_file_size)
2058
0
        *out_file_size = 0;
2059
2060
0
    ImFileHandle f;
2061
0
    if ((f = ImFileOpen(filename, mode)) == NULL)
2062
0
        return NULL;
2063
2064
0
    size_t file_size = (size_t)ImFileGetSize(f);
2065
0
    if (file_size == (size_t)-1)
2066
0
    {
2067
0
        ImFileClose(f);
2068
0
        return NULL;
2069
0
    }
2070
2071
0
    void* file_data = IM_ALLOC(file_size + padding_bytes);
2072
0
    if (file_data == NULL)
2073
0
    {
2074
0
        ImFileClose(f);
2075
0
        return NULL;
2076
0
    }
2077
0
    if (ImFileRead(file_data, 1, file_size, f) != file_size)
2078
0
    {
2079
0
        ImFileClose(f);
2080
0
        IM_FREE(file_data);
2081
0
        return NULL;
2082
0
    }
2083
0
    if (padding_bytes > 0)
2084
0
        memset((void*)(((char*)file_data) + file_size), 0, (size_t)padding_bytes);
2085
2086
0
    ImFileClose(f);
2087
0
    if (out_file_size)
2088
0
        *out_file_size = file_size;
2089
2090
0
    return file_data;
2091
0
}
2092
2093
//-----------------------------------------------------------------------------
2094
// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
2095
//-----------------------------------------------------------------------------
2096
2097
IM_MSVC_RUNTIME_CHECKS_OFF
2098
2099
// Convert UTF-8 to 32-bit character, process single character input.
2100
// A nearly-branchless UTF-8 decoder, based on work of Christopher Wellons (https://github.com/skeeto/branchless-utf8).
2101
// We handle UTF-8 decoding error by skipping forward.
2102
int ImTextCharFromUtf8(unsigned int* out_char, const char* in_text, const char* in_text_end)
2103
0
{
2104
0
    static const char lengths[32] = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 2, 2, 2, 2, 3, 3, 4, 0 };
2105
0
    static const int masks[]  = { 0x00, 0x7f, 0x1f, 0x0f, 0x07 };
2106
0
    static const uint32_t mins[] = { 0x400000, 0, 0x80, 0x800, 0x10000 };
2107
0
    static const int shiftc[] = { 0, 18, 12, 6, 0 };
2108
0
    static const int shifte[] = { 0, 6, 4, 2, 0 };
2109
0
    int len = lengths[*(const unsigned char*)in_text >> 3];
2110
0
    int wanted = len + (len ? 0 : 1);
2111
2112
0
    if (in_text_end == NULL)
2113
0
        in_text_end = in_text + wanted; // Max length, nulls will be taken into account.
2114
2115
    // Copy at most 'len' bytes, stop copying at 0 or past in_text_end. Branch predictor does a good job here,
2116
    // so it is fast even with excessive branching.
2117
0
    unsigned char s[4];
2118
0
    s[0] = in_text + 0 < in_text_end ? in_text[0] : 0;
2119
0
    s[1] = in_text + 1 < in_text_end ? in_text[1] : 0;
2120
0
    s[2] = in_text + 2 < in_text_end ? in_text[2] : 0;
2121
0
    s[3] = in_text + 3 < in_text_end ? in_text[3] : 0;
2122
2123
    // Assume a four-byte character and load four bytes. Unused bits are shifted out.
2124
0
    *out_char  = (uint32_t)(s[0] & masks[len]) << 18;
2125
0
    *out_char |= (uint32_t)(s[1] & 0x3f) << 12;
2126
0
    *out_char |= (uint32_t)(s[2] & 0x3f) <<  6;
2127
0
    *out_char |= (uint32_t)(s[3] & 0x3f) <<  0;
2128
0
    *out_char >>= shiftc[len];
2129
2130
    // Accumulate the various error conditions.
2131
0
    int e = 0;
2132
0
    e  = (*out_char < mins[len]) << 6; // non-canonical encoding
2133
0
    e |= ((*out_char >> 11) == 0x1b) << 7;  // surrogate half?
2134
0
    e |= (*out_char > IM_UNICODE_CODEPOINT_MAX) << 8;  // out of range?
2135
0
    e |= (s[1] & 0xc0) >> 2;
2136
0
    e |= (s[2] & 0xc0) >> 4;
2137
0
    e |= (s[3]       ) >> 6;
2138
0
    e ^= 0x2a; // top two bits of each tail byte correct?
2139
0
    e >>= shifte[len];
2140
2141
0
    if (e)
2142
0
    {
2143
        // No bytes are consumed when *in_text == 0 || in_text == in_text_end.
2144
        // One byte is consumed in case of invalid first byte of in_text.
2145
        // All available bytes (at most `len` bytes) are consumed on incomplete/invalid second to last bytes.
2146
        // Invalid or incomplete input may consume less bytes than wanted, therefore every byte has to be inspected in s.
2147
0
        wanted = ImMin(wanted, !!s[0] + !!s[1] + !!s[2] + !!s[3]);
2148
0
        *out_char = IM_UNICODE_CODEPOINT_INVALID;
2149
0
    }
2150
2151
0
    return wanted;
2152
0
}
2153
2154
int ImTextStrFromUtf8(ImWchar* buf, int buf_size, const char* in_text, const char* in_text_end, const char** in_text_remaining)
2155
0
{
2156
0
    ImWchar* buf_out = buf;
2157
0
    ImWchar* buf_end = buf + buf_size;
2158
0
    while (buf_out < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2159
0
    {
2160
0
        unsigned int c;
2161
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2162
0
        *buf_out++ = (ImWchar)c;
2163
0
    }
2164
0
    *buf_out = 0;
2165
0
    if (in_text_remaining)
2166
0
        *in_text_remaining = in_text;
2167
0
    return (int)(buf_out - buf);
2168
0
}
2169
2170
int ImTextCountCharsFromUtf8(const char* in_text, const char* in_text_end)
2171
0
{
2172
0
    int char_count = 0;
2173
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2174
0
    {
2175
0
        unsigned int c;
2176
0
        in_text += ImTextCharFromUtf8(&c, in_text, in_text_end);
2177
0
        char_count++;
2178
0
    }
2179
0
    return char_count;
2180
0
}
2181
2182
// Based on stb_to_utf8() from github.com/nothings/stb/
2183
static inline int ImTextCharToUtf8_inline(char* buf, int buf_size, unsigned int c)
2184
0
{
2185
0
    if (c < 0x80)
2186
0
    {
2187
0
        buf[0] = (char)c;
2188
0
        return 1;
2189
0
    }
2190
0
    if (c < 0x800)
2191
0
    {
2192
0
        if (buf_size < 2) return 0;
2193
0
        buf[0] = (char)(0xc0 + (c >> 6));
2194
0
        buf[1] = (char)(0x80 + (c & 0x3f));
2195
0
        return 2;
2196
0
    }
2197
0
    if (c < 0x10000)
2198
0
    {
2199
0
        if (buf_size < 3) return 0;
2200
0
        buf[0] = (char)(0xe0 + (c >> 12));
2201
0
        buf[1] = (char)(0x80 + ((c >> 6) & 0x3f));
2202
0
        buf[2] = (char)(0x80 + ((c ) & 0x3f));
2203
0
        return 3;
2204
0
    }
2205
0
    if (c <= 0x10FFFF)
2206
0
    {
2207
0
        if (buf_size < 4) return 0;
2208
0
        buf[0] = (char)(0xf0 + (c >> 18));
2209
0
        buf[1] = (char)(0x80 + ((c >> 12) & 0x3f));
2210
0
        buf[2] = (char)(0x80 + ((c >> 6) & 0x3f));
2211
0
        buf[3] = (char)(0x80 + ((c ) & 0x3f));
2212
0
        return 4;
2213
0
    }
2214
    // Invalid code point, the max unicode is 0x10FFFF
2215
0
    return 0;
2216
0
}
2217
2218
const char* ImTextCharToUtf8(char out_buf[5], unsigned int c)
2219
0
{
2220
0
    int count = ImTextCharToUtf8_inline(out_buf, 5, c);
2221
0
    out_buf[count] = 0;
2222
0
    return out_buf;
2223
0
}
2224
2225
// Not optimal but we very rarely use this function.
2226
int ImTextCountUtf8BytesFromChar(const char* in_text, const char* in_text_end)
2227
0
{
2228
0
    unsigned int unused = 0;
2229
0
    return ImTextCharFromUtf8(&unused, in_text, in_text_end);
2230
0
}
2231
2232
static inline int ImTextCountUtf8BytesFromChar(unsigned int c)
2233
0
{
2234
0
    if (c < 0x80) return 1;
2235
0
    if (c < 0x800) return 2;
2236
0
    if (c < 0x10000) return 3;
2237
0
    if (c <= 0x10FFFF) return 4;
2238
0
    return 3;
2239
0
}
2240
2241
int ImTextStrToUtf8(char* out_buf, int out_buf_size, const ImWchar* in_text, const ImWchar* in_text_end)
2242
0
{
2243
0
    char* buf_p = out_buf;
2244
0
    const char* buf_end = out_buf + out_buf_size;
2245
0
    while (buf_p < buf_end - 1 && (!in_text_end || in_text < in_text_end) && *in_text)
2246
0
    {
2247
0
        unsigned int c = (unsigned int)(*in_text++);
2248
0
        if (c < 0x80)
2249
0
            *buf_p++ = (char)c;
2250
0
        else
2251
0
            buf_p += ImTextCharToUtf8_inline(buf_p, (int)(buf_end - buf_p - 1), c);
2252
0
    }
2253
0
    *buf_p = 0;
2254
0
    return (int)(buf_p - out_buf);
2255
0
}
2256
2257
int ImTextCountUtf8BytesFromStr(const ImWchar* in_text, const ImWchar* in_text_end)
2258
0
{
2259
0
    int bytes_count = 0;
2260
0
    while ((!in_text_end || in_text < in_text_end) && *in_text)
2261
0
    {
2262
0
        unsigned int c = (unsigned int)(*in_text++);
2263
0
        if (c < 0x80)
2264
0
            bytes_count++;
2265
0
        else
2266
0
            bytes_count += ImTextCountUtf8BytesFromChar(c);
2267
0
    }
2268
0
    return bytes_count;
2269
0
}
2270
IM_MSVC_RUNTIME_CHECKS_RESTORE
2271
2272
//-----------------------------------------------------------------------------
2273
// [SECTION] MISC HELPERS/UTILITIES (Color functions)
2274
// Note: The Convert functions are early design which are not consistent with other API.
2275
//-----------------------------------------------------------------------------
2276
2277
IMGUI_API ImU32 ImAlphaBlendColors(ImU32 col_a, ImU32 col_b)
2278
0
{
2279
0
    float t = ((col_b >> IM_COL32_A_SHIFT) & 0xFF) / 255.f;
2280
0
    int r = ImLerp((int)(col_a >> IM_COL32_R_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_R_SHIFT) & 0xFF, t);
2281
0
    int g = ImLerp((int)(col_a >> IM_COL32_G_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_G_SHIFT) & 0xFF, t);
2282
0
    int b = ImLerp((int)(col_a >> IM_COL32_B_SHIFT) & 0xFF, (int)(col_b >> IM_COL32_B_SHIFT) & 0xFF, t);
2283
0
    return IM_COL32(r, g, b, 0xFF);
2284
0
}
2285
2286
ImVec4 ImGui::ColorConvertU32ToFloat4(ImU32 in)
2287
0
{
2288
0
    float s = 1.0f / 255.0f;
2289
0
    return ImVec4(
2290
0
        ((in >> IM_COL32_R_SHIFT) & 0xFF) * s,
2291
0
        ((in >> IM_COL32_G_SHIFT) & 0xFF) * s,
2292
0
        ((in >> IM_COL32_B_SHIFT) & 0xFF) * s,
2293
0
        ((in >> IM_COL32_A_SHIFT) & 0xFF) * s);
2294
0
}
2295
2296
ImU32 ImGui::ColorConvertFloat4ToU32(const ImVec4& in)
2297
0
{
2298
0
    ImU32 out;
2299
0
    out  = ((ImU32)IM_F32_TO_INT8_SAT(in.x)) << IM_COL32_R_SHIFT;
2300
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.y)) << IM_COL32_G_SHIFT;
2301
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.z)) << IM_COL32_B_SHIFT;
2302
0
    out |= ((ImU32)IM_F32_TO_INT8_SAT(in.w)) << IM_COL32_A_SHIFT;
2303
0
    return out;
2304
0
}
2305
2306
// Convert rgb floats ([0-1],[0-1],[0-1]) to hsv floats ([0-1],[0-1],[0-1]), from Foley & van Dam p592
2307
// Optimized http://lolengine.net/blog/2013/01/13/fast-rgb-to-hsv
2308
void ImGui::ColorConvertRGBtoHSV(float r, float g, float b, float& out_h, float& out_s, float& out_v)
2309
0
{
2310
0
    float K = 0.f;
2311
0
    if (g < b)
2312
0
    {
2313
0
        ImSwap(g, b);
2314
0
        K = -1.f;
2315
0
    }
2316
0
    if (r < g)
2317
0
    {
2318
0
        ImSwap(r, g);
2319
0
        K = -2.f / 6.f - K;
2320
0
    }
2321
2322
0
    const float chroma = r - (g < b ? g : b);
2323
0
    out_h = ImFabs(K + (g - b) / (6.f * chroma + 1e-20f));
2324
0
    out_s = chroma / (r + 1e-20f);
2325
0
    out_v = r;
2326
0
}
2327
2328
// Convert hsv floats ([0-1],[0-1],[0-1]) to rgb floats ([0-1],[0-1],[0-1]), from Foley & van Dam p593
2329
// also http://en.wikipedia.org/wiki/HSL_and_HSV
2330
void ImGui::ColorConvertHSVtoRGB(float h, float s, float v, float& out_r, float& out_g, float& out_b)
2331
0
{
2332
0
    if (s == 0.0f)
2333
0
    {
2334
        // gray
2335
0
        out_r = out_g = out_b = v;
2336
0
        return;
2337
0
    }
2338
2339
0
    h = ImFmod(h, 1.0f) / (60.0f / 360.0f);
2340
0
    int   i = (int)h;
2341
0
    float f = h - (float)i;
2342
0
    float p = v * (1.0f - s);
2343
0
    float q = v * (1.0f - s * f);
2344
0
    float t = v * (1.0f - s * (1.0f - f));
2345
2346
0
    switch (i)
2347
0
    {
2348
0
    case 0: out_r = v; out_g = t; out_b = p; break;
2349
0
    case 1: out_r = q; out_g = v; out_b = p; break;
2350
0
    case 2: out_r = p; out_g = v; out_b = t; break;
2351
0
    case 3: out_r = p; out_g = q; out_b = v; break;
2352
0
    case 4: out_r = t; out_g = p; out_b = v; break;
2353
0
    case 5: default: out_r = v; out_g = p; out_b = q; break;
2354
0
    }
2355
0
}
2356
2357
//-----------------------------------------------------------------------------
2358
// [SECTION] ImGuiStorage
2359
// Helper: Key->value storage
2360
//-----------------------------------------------------------------------------
2361
2362
// std::lower_bound but without the bullshit
2363
static ImGuiStorage::ImGuiStoragePair* LowerBound(ImVector<ImGuiStorage::ImGuiStoragePair>& data, ImGuiID key)
2364
0
{
2365
0
    ImGuiStorage::ImGuiStoragePair* first = data.Data;
2366
0
    ImGuiStorage::ImGuiStoragePair* last = data.Data + data.Size;
2367
0
    size_t count = (size_t)(last - first);
2368
0
    while (count > 0)
2369
0
    {
2370
0
        size_t count2 = count >> 1;
2371
0
        ImGuiStorage::ImGuiStoragePair* mid = first + count2;
2372
0
        if (mid->key < key)
2373
0
        {
2374
0
            first = ++mid;
2375
0
            count -= count2 + 1;
2376
0
        }
2377
0
        else
2378
0
        {
2379
0
            count = count2;
2380
0
        }
2381
0
    }
2382
0
    return first;
2383
0
}
2384
2385
// For quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once.
2386
void ImGuiStorage::BuildSortByKey()
2387
0
{
2388
0
    struct StaticFunc
2389
0
    {
2390
0
        static int IMGUI_CDECL PairComparerByID(const void* lhs, const void* rhs)
2391
0
        {
2392
            // We can't just do a subtraction because qsort uses signed integers and subtracting our ID doesn't play well with that.
2393
0
            if (((const ImGuiStoragePair*)lhs)->key > ((const ImGuiStoragePair*)rhs)->key) return +1;
2394
0
            if (((const ImGuiStoragePair*)lhs)->key < ((const ImGuiStoragePair*)rhs)->key) return -1;
2395
0
            return 0;
2396
0
        }
2397
0
    };
2398
0
    ImQsort(Data.Data, (size_t)Data.Size, sizeof(ImGuiStoragePair), StaticFunc::PairComparerByID);
2399
0
}
2400
2401
int ImGuiStorage::GetInt(ImGuiID key, int default_val) const
2402
0
{
2403
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2404
0
    if (it == Data.end() || it->key != key)
2405
0
        return default_val;
2406
0
    return it->val_i;
2407
0
}
2408
2409
bool ImGuiStorage::GetBool(ImGuiID key, bool default_val) const
2410
0
{
2411
0
    return GetInt(key, default_val ? 1 : 0) != 0;
2412
0
}
2413
2414
float ImGuiStorage::GetFloat(ImGuiID key, float default_val) const
2415
0
{
2416
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2417
0
    if (it == Data.end() || it->key != key)
2418
0
        return default_val;
2419
0
    return it->val_f;
2420
0
}
2421
2422
void* ImGuiStorage::GetVoidPtr(ImGuiID key) const
2423
0
{
2424
0
    ImGuiStoragePair* it = LowerBound(const_cast<ImVector<ImGuiStoragePair>&>(Data), key);
2425
0
    if (it == Data.end() || it->key != key)
2426
0
        return NULL;
2427
0
    return it->val_p;
2428
0
}
2429
2430
// References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer.
2431
int* ImGuiStorage::GetIntRef(ImGuiID key, int default_val)
2432
0
{
2433
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2434
0
    if (it == Data.end() || it->key != key)
2435
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2436
0
    return &it->val_i;
2437
0
}
2438
2439
bool* ImGuiStorage::GetBoolRef(ImGuiID key, bool default_val)
2440
0
{
2441
0
    return (bool*)GetIntRef(key, default_val ? 1 : 0);
2442
0
}
2443
2444
float* ImGuiStorage::GetFloatRef(ImGuiID key, float default_val)
2445
0
{
2446
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2447
0
    if (it == Data.end() || it->key != key)
2448
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2449
0
    return &it->val_f;
2450
0
}
2451
2452
void** ImGuiStorage::GetVoidPtrRef(ImGuiID key, void* default_val)
2453
0
{
2454
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2455
0
    if (it == Data.end() || it->key != key)
2456
0
        it = Data.insert(it, ImGuiStoragePair(key, default_val));
2457
0
    return &it->val_p;
2458
0
}
2459
2460
// FIXME-OPT: Need a way to reuse the result of lower_bound when doing GetInt()/SetInt() - not too bad because it only happens on explicit interaction (maximum one a frame)
2461
void ImGuiStorage::SetInt(ImGuiID key, int val)
2462
0
{
2463
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2464
0
    if (it == Data.end() || it->key != key)
2465
0
    {
2466
0
        Data.insert(it, ImGuiStoragePair(key, val));
2467
0
        return;
2468
0
    }
2469
0
    it->val_i = val;
2470
0
}
2471
2472
void ImGuiStorage::SetBool(ImGuiID key, bool val)
2473
0
{
2474
0
    SetInt(key, val ? 1 : 0);
2475
0
}
2476
2477
void ImGuiStorage::SetFloat(ImGuiID key, float val)
2478
0
{
2479
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2480
0
    if (it == Data.end() || it->key != key)
2481
0
    {
2482
0
        Data.insert(it, ImGuiStoragePair(key, val));
2483
0
        return;
2484
0
    }
2485
0
    it->val_f = val;
2486
0
}
2487
2488
void ImGuiStorage::SetVoidPtr(ImGuiID key, void* val)
2489
0
{
2490
0
    ImGuiStoragePair* it = LowerBound(Data, key);
2491
0
    if (it == Data.end() || it->key != key)
2492
0
    {
2493
0
        Data.insert(it, ImGuiStoragePair(key, val));
2494
0
        return;
2495
0
    }
2496
0
    it->val_p = val;
2497
0
}
2498
2499
void ImGuiStorage::SetAllInt(int v)
2500
0
{
2501
0
    for (int i = 0; i < Data.Size; i++)
2502
0
        Data[i].val_i = v;
2503
0
}
2504
2505
//-----------------------------------------------------------------------------
2506
// [SECTION] ImGuiTextFilter
2507
//-----------------------------------------------------------------------------
2508
2509
// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]"
2510
ImGuiTextFilter::ImGuiTextFilter(const char* default_filter) //-V1077
2511
0
{
2512
0
    InputBuf[0] = 0;
2513
0
    CountGrep = 0;
2514
0
    if (default_filter)
2515
0
    {
2516
0
        ImStrncpy(InputBuf, default_filter, IM_ARRAYSIZE(InputBuf));
2517
0
        Build();
2518
0
    }
2519
0
}
2520
2521
bool ImGuiTextFilter::Draw(const char* label, float width)
2522
0
{
2523
0
    if (width != 0.0f)
2524
0
        ImGui::SetNextItemWidth(width);
2525
0
    bool value_changed = ImGui::InputText(label, InputBuf, IM_ARRAYSIZE(InputBuf));
2526
0
    if (value_changed)
2527
0
        Build();
2528
0
    return value_changed;
2529
0
}
2530
2531
void ImGuiTextFilter::ImGuiTextRange::split(char separator, ImVector<ImGuiTextRange>* out) const
2532
0
{
2533
0
    out->resize(0);
2534
0
    const char* wb = b;
2535
0
    const char* we = wb;
2536
0
    while (we < e)
2537
0
    {
2538
0
        if (*we == separator)
2539
0
        {
2540
0
            out->push_back(ImGuiTextRange(wb, we));
2541
0
            wb = we + 1;
2542
0
        }
2543
0
        we++;
2544
0
    }
2545
0
    if (wb != we)
2546
0
        out->push_back(ImGuiTextRange(wb, we));
2547
0
}
2548
2549
void ImGuiTextFilter::Build()
2550
0
{
2551
0
    Filters.resize(0);
2552
0
    ImGuiTextRange input_range(InputBuf, InputBuf + strlen(InputBuf));
2553
0
    input_range.split(',', &Filters);
2554
2555
0
    CountGrep = 0;
2556
0
    for (int i = 0; i != Filters.Size; i++)
2557
0
    {
2558
0
        ImGuiTextRange& f = Filters[i];
2559
0
        while (f.b < f.e && ImCharIsBlankA(f.b[0]))
2560
0
            f.b++;
2561
0
        while (f.e > f.b && ImCharIsBlankA(f.e[-1]))
2562
0
            f.e--;
2563
0
        if (f.empty())
2564
0
            continue;
2565
0
        if (Filters[i].b[0] != '-')
2566
0
            CountGrep += 1;
2567
0
    }
2568
0
}
2569
2570
bool ImGuiTextFilter::PassFilter(const char* text, const char* text_end) const
2571
0
{
2572
0
    if (Filters.empty())
2573
0
        return true;
2574
2575
0
    if (text == NULL)
2576
0
        text = "";
2577
2578
0
    for (int i = 0; i != Filters.Size; i++)
2579
0
    {
2580
0
        const ImGuiTextRange& f = Filters[i];
2581
0
        if (f.empty())
2582
0
            continue;
2583
0
        if (f.b[0] == '-')
2584
0
        {
2585
            // Subtract
2586
0
            if (ImStristr(text, text_end, f.b + 1, f.e) != NULL)
2587
0
                return false;
2588
0
        }
2589
0
        else
2590
0
        {
2591
            // Grep
2592
0
            if (ImStristr(text, text_end, f.b, f.e) != NULL)
2593
0
                return true;
2594
0
        }
2595
0
    }
2596
2597
    // Implicit * grep
2598
0
    if (CountGrep == 0)
2599
0
        return true;
2600
2601
0
    return false;
2602
0
}
2603
2604
//-----------------------------------------------------------------------------
2605
// [SECTION] ImGuiTextBuffer, ImGuiTextIndex
2606
//-----------------------------------------------------------------------------
2607
2608
// On some platform vsnprintf() takes va_list by reference and modifies it.
2609
// va_copy is the 'correct' way to copy a va_list but Visual Studio prior to 2013 doesn't have it.
2610
#ifndef va_copy
2611
#if defined(__GNUC__) || defined(__clang__)
2612
#define va_copy(dest, src) __builtin_va_copy(dest, src)
2613
#else
2614
#define va_copy(dest, src) (dest = src)
2615
#endif
2616
#endif
2617
2618
char ImGuiTextBuffer::EmptyString[1] = { 0 };
2619
2620
void ImGuiTextBuffer::append(const char* str, const char* str_end)
2621
0
{
2622
0
    int len = str_end ? (int)(str_end - str) : (int)strlen(str);
2623
2624
    // Add zero-terminator the first time
2625
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2626
0
    const int needed_sz = write_off + len;
2627
0
    if (write_off + len >= Buf.Capacity)
2628
0
    {
2629
0
        int new_capacity = Buf.Capacity * 2;
2630
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2631
0
    }
2632
2633
0
    Buf.resize(needed_sz);
2634
0
    memcpy(&Buf[write_off - 1], str, (size_t)len);
2635
0
    Buf[write_off - 1 + len] = 0;
2636
0
}
2637
2638
void ImGuiTextBuffer::appendf(const char* fmt, ...)
2639
0
{
2640
0
    va_list args;
2641
0
    va_start(args, fmt);
2642
0
    appendfv(fmt, args);
2643
0
    va_end(args);
2644
0
}
2645
2646
// Helper: Text buffer for logging/accumulating text
2647
void ImGuiTextBuffer::appendfv(const char* fmt, va_list args)
2648
0
{
2649
0
    va_list args_copy;
2650
0
    va_copy(args_copy, args);
2651
2652
0
    int len = ImFormatStringV(NULL, 0, fmt, args);         // FIXME-OPT: could do a first pass write attempt, likely successful on first pass.
2653
0
    if (len <= 0)
2654
0
    {
2655
0
        va_end(args_copy);
2656
0
        return;
2657
0
    }
2658
2659
    // Add zero-terminator the first time
2660
0
    const int write_off = (Buf.Size != 0) ? Buf.Size : 1;
2661
0
    const int needed_sz = write_off + len;
2662
0
    if (write_off + len >= Buf.Capacity)
2663
0
    {
2664
0
        int new_capacity = Buf.Capacity * 2;
2665
0
        Buf.reserve(needed_sz > new_capacity ? needed_sz : new_capacity);
2666
0
    }
2667
2668
0
    Buf.resize(needed_sz);
2669
0
    ImFormatStringV(&Buf[write_off - 1], (size_t)len + 1, fmt, args_copy);
2670
0
    va_end(args_copy);
2671
0
}
2672
2673
void ImGuiTextIndex::append(const char* base, int old_size, int new_size)
2674
0
{
2675
0
    IM_ASSERT(old_size >= 0 && new_size >= old_size && new_size >= EndOffset);
2676
0
    if (old_size == new_size)
2677
0
        return;
2678
0
    if (EndOffset == 0 || base[EndOffset - 1] == '\n')
2679
0
        LineOffsets.push_back(EndOffset);
2680
0
    const char* base_end = base + new_size;
2681
0
    for (const char* p = base + old_size; (p = (const char*)memchr(p, '\n', base_end - p)) != 0; )
2682
0
        if (++p < base_end) // Don't push a trailing offset on last \n
2683
0
            LineOffsets.push_back((int)(intptr_t)(p - base));
2684
0
    EndOffset = ImMax(EndOffset, new_size);
2685
0
}
2686
2687
//-----------------------------------------------------------------------------
2688
// [SECTION] ImGuiListClipper
2689
// This is currently not as flexible/powerful as it should be and really confusing/spaghetti, mostly because we changed
2690
// the API mid-way through development and support two ways to using the clipper, needs some rework (see TODO)
2691
//-----------------------------------------------------------------------------
2692
2693
// FIXME-TABLE: This prevents us from using ImGuiListClipper _inside_ a table cell.
2694
// The problem we have is that without a Begin/End scheme for rows using the clipper is ambiguous.
2695
static bool GetSkipItemForListClipping()
2696
0
{
2697
0
    ImGuiContext& g = *GImGui;
2698
0
    return (g.CurrentTable ? g.CurrentTable->HostSkipItems : g.CurrentWindow->SkipItems);
2699
0
}
2700
2701
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
2702
// Legacy helper to calculate coarse clipping of large list of evenly sized items.
2703
// This legacy API is not ideal because it assumes we will return a single contiguous rectangle.
2704
// Prefer using ImGuiListClipper which can returns non-contiguous ranges.
2705
void ImGui::CalcListClipping(int items_count, float items_height, int* out_items_display_start, int* out_items_display_end)
2706
{
2707
    ImGuiContext& g = *GImGui;
2708
    ImGuiWindow* window = g.CurrentWindow;
2709
    if (g.LogEnabled)
2710
    {
2711
        // If logging is active, do not perform any clipping
2712
        *out_items_display_start = 0;
2713
        *out_items_display_end = items_count;
2714
        return;
2715
    }
2716
    if (GetSkipItemForListClipping())
2717
    {
2718
        *out_items_display_start = *out_items_display_end = 0;
2719
        return;
2720
    }
2721
2722
    // We create the union of the ClipRect and the scoring rect which at worst should be 1 page away from ClipRect
2723
    // We don't include g.NavId's rectangle in there (unless g.NavJustMovedToId is set) because the rectangle enlargement can get costly.
2724
    ImRect rect = window->ClipRect;
2725
    if (g.NavMoveScoringItems)
2726
        rect.Add(g.NavScoringNoClipRect);
2727
    if (g.NavJustMovedToId && window->NavLastIds[0] == g.NavJustMovedToId)
2728
        rect.Add(WindowRectRelToAbs(window, window->NavRectRel[0])); // Could store and use NavJustMovedToRectRel
2729
2730
    const ImVec2 pos = window->DC.CursorPos;
2731
    int start = (int)((rect.Min.y - pos.y) / items_height);
2732
    int end = (int)((rect.Max.y - pos.y) / items_height);
2733
2734
    // When performing a navigation request, ensure we have one item extra in the direction we are moving to
2735
    // FIXME: Verify this works with tabbing
2736
    const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2737
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up)
2738
        start--;
2739
    if (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down)
2740
        end++;
2741
2742
    start = ImClamp(start, 0, items_count);
2743
    end = ImClamp(end + 1, start, items_count);
2744
    *out_items_display_start = start;
2745
    *out_items_display_end = end;
2746
}
2747
#endif
2748
2749
static void ImGuiListClipper_SortAndFuseRanges(ImVector<ImGuiListClipperRange>& ranges, int offset = 0)
2750
0
{
2751
0
    if (ranges.Size - offset <= 1)
2752
0
        return;
2753
2754
    // Helper to order ranges and fuse them together if possible (bubble sort is fine as we are only sorting 2-3 entries)
2755
0
    for (int sort_end = ranges.Size - offset - 1; sort_end > 0; --sort_end)
2756
0
        for (int i = offset; i < sort_end + offset; ++i)
2757
0
            if (ranges[i].Min > ranges[i + 1].Min)
2758
0
                ImSwap(ranges[i], ranges[i + 1]);
2759
2760
    // Now fuse ranges together as much as possible.
2761
0
    for (int i = 1 + offset; i < ranges.Size; i++)
2762
0
    {
2763
0
        IM_ASSERT(!ranges[i].PosToIndexConvert && !ranges[i - 1].PosToIndexConvert);
2764
0
        if (ranges[i - 1].Max < ranges[i].Min)
2765
0
            continue;
2766
0
        ranges[i - 1].Min = ImMin(ranges[i - 1].Min, ranges[i].Min);
2767
0
        ranges[i - 1].Max = ImMax(ranges[i - 1].Max, ranges[i].Max);
2768
0
        ranges.erase(ranges.Data + i);
2769
0
        i--;
2770
0
    }
2771
0
}
2772
2773
static void ImGuiListClipper_SeekCursorAndSetupPrevLine(float pos_y, float line_height)
2774
0
{
2775
    // Set cursor position and a few other things so that SetScrollHereY() and Columns() can work when seeking cursor.
2776
    // FIXME: It is problematic that we have to do that here, because custom/equivalent end-user code would stumble on the same issue.
2777
    // The clipper should probably have a final step to display the last item in a regular manner, maybe with an opt-out flag for data sets which may have costly seek?
2778
0
    ImGuiContext& g = *GImGui;
2779
0
    ImGuiWindow* window = g.CurrentWindow;
2780
0
    float off_y = pos_y - window->DC.CursorPos.y;
2781
0
    window->DC.CursorPos.y = pos_y;
2782
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, pos_y - g.Style.ItemSpacing.y);
2783
0
    window->DC.CursorPosPrevLine.y = window->DC.CursorPos.y - line_height;  // Setting those fields so that SetScrollHereY() can properly function after the end of our clipper usage.
2784
0
    window->DC.PrevLineSize.y = (line_height - g.Style.ItemSpacing.y);      // If we end up needing more accurate data (to e.g. use SameLine) we may as well make the clipper have a fourth step to let user process and display the last item in their list.
2785
0
    if (ImGuiOldColumns* columns = window->DC.CurrentColumns)
2786
0
        columns->LineMinY = window->DC.CursorPos.y;                         // Setting this so that cell Y position are set properly
2787
0
    if (ImGuiTable* table = g.CurrentTable)
2788
0
    {
2789
0
        if (table->IsInsideRow)
2790
0
            ImGui::TableEndRow(table);
2791
0
        table->RowPosY2 = window->DC.CursorPos.y;
2792
0
        const int row_increase = (int)((off_y / line_height) + 0.5f);
2793
        //table->CurrentRow += row_increase; // Can't do without fixing TableEndRow()
2794
0
        table->RowBgColorCounter += row_increase;
2795
0
    }
2796
0
}
2797
2798
static void ImGuiListClipper_SeekCursorForItem(ImGuiListClipper* clipper, int item_n)
2799
0
{
2800
    // StartPosY starts from ItemsFrozen hence the subtraction
2801
    // Perform the add and multiply with double to allow seeking through larger ranges
2802
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2803
0
    float pos_y = (float)((double)clipper->StartPosY + data->LossynessOffset + (double)(item_n - data->ItemsFrozen) * clipper->ItemsHeight);
2804
0
    ImGuiListClipper_SeekCursorAndSetupPrevLine(pos_y, clipper->ItemsHeight);
2805
0
}
2806
2807
ImGuiListClipper::ImGuiListClipper()
2808
0
{
2809
0
    memset(this, 0, sizeof(*this));
2810
0
    Ctx = ImGui::GetCurrentContext();
2811
0
    IM_ASSERT(Ctx != NULL);
2812
0
    ItemsCount = -1;
2813
0
}
2814
2815
ImGuiListClipper::~ImGuiListClipper()
2816
0
{
2817
0
    End();
2818
0
}
2819
2820
void ImGuiListClipper::Begin(int items_count, float items_height)
2821
0
{
2822
0
    ImGuiContext& g = *Ctx;
2823
0
    ImGuiWindow* window = g.CurrentWindow;
2824
0
    IMGUI_DEBUG_LOG_CLIPPER("Clipper: Begin(%d,%.2f) in '%s'\n", items_count, items_height, window->Name);
2825
2826
0
    if (ImGuiTable* table = g.CurrentTable)
2827
0
        if (table->IsInsideRow)
2828
0
            ImGui::TableEndRow(table);
2829
2830
0
    StartPosY = window->DC.CursorPos.y;
2831
0
    ItemsHeight = items_height;
2832
0
    ItemsCount = items_count;
2833
0
    DisplayStart = -1;
2834
0
    DisplayEnd = 0;
2835
2836
    // Acquire temporary buffer
2837
0
    if (++g.ClipperTempDataStacked > g.ClipperTempData.Size)
2838
0
        g.ClipperTempData.resize(g.ClipperTempDataStacked, ImGuiListClipperData());
2839
0
    ImGuiListClipperData* data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2840
0
    data->Reset(this);
2841
0
    data->LossynessOffset = window->DC.CursorStartPosLossyness.y;
2842
0
    TempData = data;
2843
0
}
2844
2845
void ImGuiListClipper::End()
2846
0
{
2847
0
    ImGuiContext& g = *Ctx;
2848
0
    if (ImGuiListClipperData* data = (ImGuiListClipperData*)TempData)
2849
0
    {
2850
        // In theory here we should assert that we are already at the right position, but it seems saner to just seek at the end and not assert/crash the user.
2851
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: End() in '%s'\n", g.CurrentWindow->Name);
2852
0
        if (ItemsCount >= 0 && ItemsCount < INT_MAX && DisplayStart >= 0)
2853
0
            ImGuiListClipper_SeekCursorForItem(this, ItemsCount);
2854
2855
        // Restore temporary buffer and fix back pointers which may be invalidated when nesting
2856
0
        IM_ASSERT(data->ListClipper == this);
2857
0
        data->StepNo = data->Ranges.Size;
2858
0
        if (--g.ClipperTempDataStacked > 0)
2859
0
        {
2860
0
            data = &g.ClipperTempData[g.ClipperTempDataStacked - 1];
2861
0
            data->ListClipper->TempData = data;
2862
0
        }
2863
0
        TempData = NULL;
2864
0
    }
2865
0
    ItemsCount = -1;
2866
0
}
2867
2868
void ImGuiListClipper::IncludeRangeByIndices(int item_begin, int item_end)
2869
0
{
2870
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)TempData;
2871
0
    IM_ASSERT(DisplayStart < 0); // Only allowed after Begin() and if there has not been a specified range yet.
2872
0
    IM_ASSERT(item_begin <= item_end);
2873
0
    if (item_begin < item_end)
2874
0
        data->Ranges.push_back(ImGuiListClipperRange::FromIndices(item_begin, item_end));
2875
0
}
2876
2877
static bool ImGuiListClipper_StepInternal(ImGuiListClipper* clipper)
2878
0
{
2879
0
    ImGuiContext& g = *clipper->Ctx;
2880
0
    ImGuiWindow* window = g.CurrentWindow;
2881
0
    ImGuiListClipperData* data = (ImGuiListClipperData*)clipper->TempData;
2882
0
    IM_ASSERT(data != NULL && "Called ImGuiListClipper::Step() too many times, or before ImGuiListClipper::Begin() ?");
2883
2884
0
    ImGuiTable* table = g.CurrentTable;
2885
0
    if (table && table->IsInsideRow)
2886
0
        ImGui::TableEndRow(table);
2887
2888
    // No items
2889
0
    if (clipper->ItemsCount == 0 || GetSkipItemForListClipping())
2890
0
        return false;
2891
2892
    // While we are in frozen row state, keep displaying items one by one, unclipped
2893
    // FIXME: Could be stored as a table-agnostic state.
2894
0
    if (data->StepNo == 0 && table != NULL && !table->IsUnfrozenRows)
2895
0
    {
2896
0
        clipper->DisplayStart = data->ItemsFrozen;
2897
0
        clipper->DisplayEnd = ImMin(data->ItemsFrozen + 1, clipper->ItemsCount);
2898
0
        if (clipper->DisplayStart < clipper->DisplayEnd)
2899
0
            data->ItemsFrozen++;
2900
0
        return true;
2901
0
    }
2902
2903
    // Step 0: Let you process the first element (regardless of it being visible or not, so we can measure the element height)
2904
0
    bool calc_clipping = false;
2905
0
    if (data->StepNo == 0)
2906
0
    {
2907
0
        clipper->StartPosY = window->DC.CursorPos.y;
2908
0
        if (clipper->ItemsHeight <= 0.0f)
2909
0
        {
2910
            // Submit the first item (or range) so we can measure its height (generally the first range is 0..1)
2911
0
            data->Ranges.push_front(ImGuiListClipperRange::FromIndices(data->ItemsFrozen, data->ItemsFrozen + 1));
2912
0
            clipper->DisplayStart = ImMax(data->Ranges[0].Min, data->ItemsFrozen);
2913
0
            clipper->DisplayEnd = ImMin(data->Ranges[0].Max, clipper->ItemsCount);
2914
0
            data->StepNo = 1;
2915
0
            return true;
2916
0
        }
2917
0
        calc_clipping = true;   // If on the first step with known item height, calculate clipping.
2918
0
    }
2919
2920
    // Step 1: Let the clipper infer height from first range
2921
0
    if (clipper->ItemsHeight <= 0.0f)
2922
0
    {
2923
0
        IM_ASSERT(data->StepNo == 1);
2924
0
        if (table)
2925
0
            IM_ASSERT(table->RowPosY1 == clipper->StartPosY && table->RowPosY2 == window->DC.CursorPos.y);
2926
2927
0
        clipper->ItemsHeight = (window->DC.CursorPos.y - clipper->StartPosY) / (float)(clipper->DisplayEnd - clipper->DisplayStart);
2928
0
        bool affected_by_floating_point_precision = ImIsFloatAboveGuaranteedIntegerPrecision(clipper->StartPosY) || ImIsFloatAboveGuaranteedIntegerPrecision(window->DC.CursorPos.y);
2929
0
        if (affected_by_floating_point_precision)
2930
0
            clipper->ItemsHeight = window->DC.PrevLineSize.y + g.Style.ItemSpacing.y; // FIXME: Technically wouldn't allow multi-line entries.
2931
2932
0
        IM_ASSERT(clipper->ItemsHeight > 0.0f && "Unable to calculate item height! First item hasn't moved the cursor vertically!");
2933
0
        calc_clipping = true;   // If item height had to be calculated, calculate clipping afterwards.
2934
0
    }
2935
2936
    // Step 0 or 1: Calculate the actual ranges of visible elements.
2937
0
    const int already_submitted = clipper->DisplayEnd;
2938
0
    if (calc_clipping)
2939
0
    {
2940
0
        if (g.LogEnabled)
2941
0
        {
2942
            // If logging is active, do not perform any clipping
2943
0
            data->Ranges.push_back(ImGuiListClipperRange::FromIndices(0, clipper->ItemsCount));
2944
0
        }
2945
0
        else
2946
0
        {
2947
            // Add range selected to be included for navigation
2948
0
            const bool is_nav_request = (g.NavMoveScoringItems && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
2949
0
            if (is_nav_request)
2950
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(g.NavScoringNoClipRect.Min.y, g.NavScoringNoClipRect.Max.y, 0, 0));
2951
0
            if (is_nav_request && (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && g.NavTabbingDir == -1)
2952
0
                data->Ranges.push_back(ImGuiListClipperRange::FromIndices(clipper->ItemsCount - 1, clipper->ItemsCount));
2953
2954
            // Add focused/active item
2955
0
            ImRect nav_rect_abs = ImGui::WindowRectRelToAbs(window, window->NavRectRel[0]);
2956
0
            if (g.NavId != 0 && window->NavLastIds[0] == g.NavId)
2957
0
                data->Ranges.push_back(ImGuiListClipperRange::FromPositions(nav_rect_abs.Min.y, nav_rect_abs.Max.y, 0, 0));
2958
2959
            // Add visible range
2960
0
            const int off_min = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Up) ? -1 : 0;
2961
0
            const int off_max = (is_nav_request && g.NavMoveClipDir == ImGuiDir_Down) ? 1 : 0;
2962
0
            data->Ranges.push_back(ImGuiListClipperRange::FromPositions(window->ClipRect.Min.y, window->ClipRect.Max.y, off_min, off_max));
2963
0
        }
2964
2965
        // Convert position ranges to item index ranges
2966
        // - Very important: when a starting position is after our maximum item, we set Min to (ItemsCount - 1). This allows us to handle most forms of wrapping.
2967
        // - Due to how Selectable extra padding they tend to be "unaligned" with exact unit in the item list,
2968
        //   which with the flooring/ceiling tend to lead to 2 items instead of one being submitted.
2969
0
        for (int i = 0; i < data->Ranges.Size; i++)
2970
0
            if (data->Ranges[i].PosToIndexConvert)
2971
0
            {
2972
0
                int m1 = (int)(((double)data->Ranges[i].Min - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight);
2973
0
                int m2 = (int)((((double)data->Ranges[i].Max - window->DC.CursorPos.y - data->LossynessOffset) / clipper->ItemsHeight) + 0.999999f);
2974
0
                data->Ranges[i].Min = ImClamp(already_submitted + m1 + data->Ranges[i].PosToIndexOffsetMin, already_submitted, clipper->ItemsCount - 1);
2975
0
                data->Ranges[i].Max = ImClamp(already_submitted + m2 + data->Ranges[i].PosToIndexOffsetMax, data->Ranges[i].Min + 1, clipper->ItemsCount);
2976
0
                data->Ranges[i].PosToIndexConvert = false;
2977
0
            }
2978
0
        ImGuiListClipper_SortAndFuseRanges(data->Ranges, data->StepNo);
2979
0
    }
2980
2981
    // Step 0+ (if item height is given in advance) or 1+: Display the next range in line.
2982
0
    if (data->StepNo < data->Ranges.Size)
2983
0
    {
2984
0
        clipper->DisplayStart = ImMax(data->Ranges[data->StepNo].Min, already_submitted);
2985
0
        clipper->DisplayEnd = ImMin(data->Ranges[data->StepNo].Max, clipper->ItemsCount);
2986
0
        if (clipper->DisplayStart > already_submitted) //-V1051
2987
0
            ImGuiListClipper_SeekCursorForItem(clipper, clipper->DisplayStart);
2988
0
        data->StepNo++;
2989
0
        return true;
2990
0
    }
2991
2992
    // After the last step: Let the clipper validate that we have reached the expected Y position (corresponding to element DisplayEnd),
2993
    // Advance the cursor to the end of the list and then returns 'false' to end the loop.
2994
0
    if (clipper->ItemsCount < INT_MAX)
2995
0
        ImGuiListClipper_SeekCursorForItem(clipper, clipper->ItemsCount);
2996
2997
0
    return false;
2998
0
}
2999
3000
bool ImGuiListClipper::Step()
3001
0
{
3002
0
    ImGuiContext& g = *Ctx;
3003
0
    bool need_items_height = (ItemsHeight <= 0.0f);
3004
0
    bool ret = ImGuiListClipper_StepInternal(this);
3005
0
    if (ret && (DisplayStart == DisplayEnd))
3006
0
        ret = false;
3007
0
    if (g.CurrentTable && g.CurrentTable->IsUnfrozenRows == false)
3008
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): inside frozen table row.\n");
3009
0
    if (need_items_height && ItemsHeight > 0.0f)
3010
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): computed ItemsHeight: %.2f.\n", ItemsHeight);
3011
0
    if (ret)
3012
0
    {
3013
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): display %d to %d.\n", DisplayStart, DisplayEnd);
3014
0
    }
3015
0
    else
3016
0
    {
3017
0
        IMGUI_DEBUG_LOG_CLIPPER("Clipper: Step(): End.\n");
3018
0
        End();
3019
0
    }
3020
0
    return ret;
3021
0
}
3022
3023
//-----------------------------------------------------------------------------
3024
// [SECTION] STYLING
3025
//-----------------------------------------------------------------------------
3026
3027
ImGuiStyle& ImGui::GetStyle()
3028
0
{
3029
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
3030
0
    return GImGui->Style;
3031
0
}
3032
3033
ImU32 ImGui::GetColorU32(ImGuiCol idx, float alpha_mul)
3034
0
{
3035
0
    ImGuiStyle& style = GImGui->Style;
3036
0
    ImVec4 c = style.Colors[idx];
3037
0
    c.w *= style.Alpha * alpha_mul;
3038
0
    return ColorConvertFloat4ToU32(c);
3039
0
}
3040
3041
ImU32 ImGui::GetColorU32(const ImVec4& col)
3042
0
{
3043
0
    ImGuiStyle& style = GImGui->Style;
3044
0
    ImVec4 c = col;
3045
0
    c.w *= style.Alpha;
3046
0
    return ColorConvertFloat4ToU32(c);
3047
0
}
3048
3049
const ImVec4& ImGui::GetStyleColorVec4(ImGuiCol idx)
3050
0
{
3051
0
    ImGuiStyle& style = GImGui->Style;
3052
0
    return style.Colors[idx];
3053
0
}
3054
3055
ImU32 ImGui::GetColorU32(ImU32 col)
3056
0
{
3057
0
    ImGuiStyle& style = GImGui->Style;
3058
0
    if (style.Alpha >= 1.0f)
3059
0
        return col;
3060
0
    ImU32 a = (col & IM_COL32_A_MASK) >> IM_COL32_A_SHIFT;
3061
0
    a = (ImU32)(a * style.Alpha); // We don't need to clamp 0..255 because Style.Alpha is in 0..1 range.
3062
0
    return (col & ~IM_COL32_A_MASK) | (a << IM_COL32_A_SHIFT);
3063
0
}
3064
3065
// FIXME: This may incur a round-trip (if the end user got their data from a float4) but eventually we aim to store the in-flight colors as ImU32
3066
void ImGui::PushStyleColor(ImGuiCol idx, ImU32 col)
3067
0
{
3068
0
    ImGuiContext& g = *GImGui;
3069
0
    ImGuiColorMod backup;
3070
0
    backup.Col = idx;
3071
0
    backup.BackupValue = g.Style.Colors[idx];
3072
0
    g.ColorStack.push_back(backup);
3073
0
    g.Style.Colors[idx] = ColorConvertU32ToFloat4(col);
3074
0
}
3075
3076
void ImGui::PushStyleColor(ImGuiCol idx, const ImVec4& col)
3077
0
{
3078
0
    ImGuiContext& g = *GImGui;
3079
0
    ImGuiColorMod backup;
3080
0
    backup.Col = idx;
3081
0
    backup.BackupValue = g.Style.Colors[idx];
3082
0
    g.ColorStack.push_back(backup);
3083
0
    g.Style.Colors[idx] = col;
3084
0
}
3085
3086
void ImGui::PopStyleColor(int count)
3087
0
{
3088
0
    ImGuiContext& g = *GImGui;
3089
0
    if (g.ColorStack.Size < count)
3090
0
    {
3091
0
        IM_ASSERT_USER_ERROR(g.ColorStack.Size > count, "Calling PopStyleColor() too many times: stack underflow.");
3092
0
        count = g.ColorStack.Size;
3093
0
    }
3094
0
    while (count > 0)
3095
0
    {
3096
0
        ImGuiColorMod& backup = g.ColorStack.back();
3097
0
        g.Style.Colors[backup.Col] = backup.BackupValue;
3098
0
        g.ColorStack.pop_back();
3099
0
        count--;
3100
0
    }
3101
0
}
3102
3103
static const ImGuiCol GWindowDockStyleColors[ImGuiWindowDockStyleCol_COUNT] =
3104
{
3105
    ImGuiCol_Text, ImGuiCol_Tab, ImGuiCol_TabHovered, ImGuiCol_TabActive, ImGuiCol_TabUnfocused, ImGuiCol_TabUnfocusedActive
3106
};
3107
3108
static const ImGuiDataVarInfo GStyleVarInfo[] =
3109
{
3110
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, Alpha) },               // ImGuiStyleVar_Alpha
3111
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, DisabledAlpha) },       // ImGuiStyleVar_DisabledAlpha
3112
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowPadding) },       // ImGuiStyleVar_WindowPadding
3113
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowRounding) },      // ImGuiStyleVar_WindowRounding
3114
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowBorderSize) },    // ImGuiStyleVar_WindowBorderSize
3115
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowMinSize) },       // ImGuiStyleVar_WindowMinSize
3116
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, WindowTitleAlign) },    // ImGuiStyleVar_WindowTitleAlign
3117
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildRounding) },       // ImGuiStyleVar_ChildRounding
3118
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ChildBorderSize) },     // ImGuiStyleVar_ChildBorderSize
3119
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupRounding) },       // ImGuiStyleVar_PopupRounding
3120
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, PopupBorderSize) },     // ImGuiStyleVar_PopupBorderSize
3121
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, FramePadding) },        // ImGuiStyleVar_FramePadding
3122
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameRounding) },       // ImGuiStyleVar_FrameRounding
3123
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, FrameBorderSize) },     // ImGuiStyleVar_FrameBorderSize
3124
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemSpacing) },         // ImGuiStyleVar_ItemSpacing
3125
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ItemInnerSpacing) },    // ImGuiStyleVar_ItemInnerSpacing
3126
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, IndentSpacing) },       // ImGuiStyleVar_IndentSpacing
3127
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, CellPadding) },         // ImGuiStyleVar_CellPadding
3128
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarSize) },       // ImGuiStyleVar_ScrollbarSize
3129
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, ScrollbarRounding) },   // ImGuiStyleVar_ScrollbarRounding
3130
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabMinSize) },         // ImGuiStyleVar_GrabMinSize
3131
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, GrabRounding) },        // ImGuiStyleVar_GrabRounding
3132
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, TabRounding) },         // ImGuiStyleVar_TabRounding
3133
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, ButtonTextAlign) },     // ImGuiStyleVar_ButtonTextAlign
3134
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SelectableTextAlign) }, // ImGuiStyleVar_SelectableTextAlign
3135
    { ImGuiDataType_Float, 1, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextBorderSize) },// ImGuiStyleVar_SeparatorTextBorderSize
3136
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextAlign) },     // ImGuiStyleVar_SeparatorTextAlign
3137
    { ImGuiDataType_Float, 2, (ImU32)IM_OFFSETOF(ImGuiStyle, SeparatorTextPadding) },   // ImGuiStyleVar_SeparatorTextPadding
3138
};
3139
3140
const ImGuiDataVarInfo* ImGui::GetStyleVarInfo(ImGuiStyleVar idx)
3141
0
{
3142
0
    IM_ASSERT(idx >= 0 && idx < ImGuiStyleVar_COUNT);
3143
0
    IM_STATIC_ASSERT(IM_ARRAYSIZE(GStyleVarInfo) == ImGuiStyleVar_COUNT);
3144
0
    return &GStyleVarInfo[idx];
3145
0
}
3146
3147
void ImGui::PushStyleVar(ImGuiStyleVar idx, float val)
3148
0
{
3149
0
    ImGuiContext& g = *GImGui;
3150
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3151
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 1)
3152
0
    {
3153
0
        float* pvar = (float*)var_info->GetVarPtr(&g.Style);
3154
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3155
0
        *pvar = val;
3156
0
        return;
3157
0
    }
3158
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3159
0
}
3160
3161
void ImGui::PushStyleVar(ImGuiStyleVar idx, const ImVec2& val)
3162
0
{
3163
0
    ImGuiContext& g = *GImGui;
3164
0
    const ImGuiDataVarInfo* var_info = GetStyleVarInfo(idx);
3165
0
    if (var_info->Type == ImGuiDataType_Float && var_info->Count == 2)
3166
0
    {
3167
0
        ImVec2* pvar = (ImVec2*)var_info->GetVarPtr(&g.Style);
3168
0
        g.StyleVarStack.push_back(ImGuiStyleMod(idx, *pvar));
3169
0
        *pvar = val;
3170
0
        return;
3171
0
    }
3172
0
    IM_ASSERT_USER_ERROR(0, "Called PushStyleVar() variant with wrong type!");
3173
0
}
3174
3175
void ImGui::PopStyleVar(int count)
3176
0
{
3177
0
    ImGuiContext& g = *GImGui;
3178
0
    if (g.StyleVarStack.Size < count)
3179
0
    {
3180
0
        IM_ASSERT_USER_ERROR(g.StyleVarStack.Size > count, "Calling PopStyleVar() too many times: stack underflow.");
3181
0
        count = g.StyleVarStack.Size;
3182
0
    }
3183
0
    while (count > 0)
3184
0
    {
3185
        // We avoid a generic memcpy(data, &backup.Backup.., GDataTypeSize[info->Type] * info->Count), the overhead in Debug is not worth it.
3186
0
        ImGuiStyleMod& backup = g.StyleVarStack.back();
3187
0
        const ImGuiDataVarInfo* info = GetStyleVarInfo(backup.VarIdx);
3188
0
        void* data = info->GetVarPtr(&g.Style);
3189
0
        if (info->Type == ImGuiDataType_Float && info->Count == 1)      { ((float*)data)[0] = backup.BackupFloat[0]; }
3190
0
        else if (info->Type == ImGuiDataType_Float && info->Count == 2) { ((float*)data)[0] = backup.BackupFloat[0]; ((float*)data)[1] = backup.BackupFloat[1]; }
3191
0
        g.StyleVarStack.pop_back();
3192
0
        count--;
3193
0
    }
3194
0
}
3195
3196
const char* ImGui::GetStyleColorName(ImGuiCol idx)
3197
0
{
3198
    // Create switch-case from enum with regexp: ImGuiCol_{.*}, --> case ImGuiCol_\1: return "\1";
3199
0
    switch (idx)
3200
0
    {
3201
0
    case ImGuiCol_Text: return "Text";
3202
0
    case ImGuiCol_TextDisabled: return "TextDisabled";
3203
0
    case ImGuiCol_WindowBg: return "WindowBg";
3204
0
    case ImGuiCol_ChildBg: return "ChildBg";
3205
0
    case ImGuiCol_PopupBg: return "PopupBg";
3206
0
    case ImGuiCol_Border: return "Border";
3207
0
    case ImGuiCol_BorderShadow: return "BorderShadow";
3208
0
    case ImGuiCol_FrameBg: return "FrameBg";
3209
0
    case ImGuiCol_FrameBgHovered: return "FrameBgHovered";
3210
0
    case ImGuiCol_FrameBgActive: return "FrameBgActive";
3211
0
    case ImGuiCol_TitleBg: return "TitleBg";
3212
0
    case ImGuiCol_TitleBgActive: return "TitleBgActive";
3213
0
    case ImGuiCol_TitleBgCollapsed: return "TitleBgCollapsed";
3214
0
    case ImGuiCol_MenuBarBg: return "MenuBarBg";
3215
0
    case ImGuiCol_ScrollbarBg: return "ScrollbarBg";
3216
0
    case ImGuiCol_ScrollbarGrab: return "ScrollbarGrab";
3217
0
    case ImGuiCol_ScrollbarGrabHovered: return "ScrollbarGrabHovered";
3218
0
    case ImGuiCol_ScrollbarGrabActive: return "ScrollbarGrabActive";
3219
0
    case ImGuiCol_CheckMark: return "CheckMark";
3220
0
    case ImGuiCol_SliderGrab: return "SliderGrab";
3221
0
    case ImGuiCol_SliderGrabActive: return "SliderGrabActive";
3222
0
    case ImGuiCol_Button: return "Button";
3223
0
    case ImGuiCol_ButtonHovered: return "ButtonHovered";
3224
0
    case ImGuiCol_ButtonActive: return "ButtonActive";
3225
0
    case ImGuiCol_Header: return "Header";
3226
0
    case ImGuiCol_HeaderHovered: return "HeaderHovered";
3227
0
    case ImGuiCol_HeaderActive: return "HeaderActive";
3228
0
    case ImGuiCol_Separator: return "Separator";
3229
0
    case ImGuiCol_SeparatorHovered: return "SeparatorHovered";
3230
0
    case ImGuiCol_SeparatorActive: return "SeparatorActive";
3231
0
    case ImGuiCol_ResizeGrip: return "ResizeGrip";
3232
0
    case ImGuiCol_ResizeGripHovered: return "ResizeGripHovered";
3233
0
    case ImGuiCol_ResizeGripActive: return "ResizeGripActive";
3234
0
    case ImGuiCol_Tab: return "Tab";
3235
0
    case ImGuiCol_TabHovered: return "TabHovered";
3236
0
    case ImGuiCol_TabActive: return "TabActive";
3237
0
    case ImGuiCol_TabUnfocused: return "TabUnfocused";
3238
0
    case ImGuiCol_TabUnfocusedActive: return "TabUnfocusedActive";
3239
0
    case ImGuiCol_DockingPreview: return "DockingPreview";
3240
0
    case ImGuiCol_DockingEmptyBg: return "DockingEmptyBg";
3241
0
    case ImGuiCol_PlotLines: return "PlotLines";
3242
0
    case ImGuiCol_PlotLinesHovered: return "PlotLinesHovered";
3243
0
    case ImGuiCol_PlotHistogram: return "PlotHistogram";
3244
0
    case ImGuiCol_PlotHistogramHovered: return "PlotHistogramHovered";
3245
0
    case ImGuiCol_TableHeaderBg: return "TableHeaderBg";
3246
0
    case ImGuiCol_TableBorderStrong: return "TableBorderStrong";
3247
0
    case ImGuiCol_TableBorderLight: return "TableBorderLight";
3248
0
    case ImGuiCol_TableRowBg: return "TableRowBg";
3249
0
    case ImGuiCol_TableRowBgAlt: return "TableRowBgAlt";
3250
0
    case ImGuiCol_TextSelectedBg: return "TextSelectedBg";
3251
0
    case ImGuiCol_DragDropTarget: return "DragDropTarget";
3252
0
    case ImGuiCol_NavHighlight: return "NavHighlight";
3253
0
    case ImGuiCol_NavWindowingHighlight: return "NavWindowingHighlight";
3254
0
    case ImGuiCol_NavWindowingDimBg: return "NavWindowingDimBg";
3255
0
    case ImGuiCol_ModalWindowDimBg: return "ModalWindowDimBg";
3256
0
    }
3257
0
    IM_ASSERT(0);
3258
0
    return "Unknown";
3259
0
}
3260
3261
3262
//-----------------------------------------------------------------------------
3263
// [SECTION] RENDER HELPERS
3264
// Some of those (internal) functions are currently quite a legacy mess - their signature and behavior will change,
3265
// we need a nicer separation between low-level functions and high-level functions relying on the ImGui context.
3266
// Also see imgui_draw.cpp for some more which have been reworked to not rely on ImGui:: context.
3267
//-----------------------------------------------------------------------------
3268
3269
const char* ImGui::FindRenderedTextEnd(const char* text, const char* text_end)
3270
0
{
3271
0
    const char* text_display_end = text;
3272
0
    if (!text_end)
3273
0
        text_end = (const char*)-1;
3274
3275
0
    while (text_display_end < text_end && *text_display_end != '\0' && (text_display_end[0] != '#' || text_display_end[1] != '#'))
3276
0
        text_display_end++;
3277
0
    return text_display_end;
3278
0
}
3279
3280
// Internal ImGui functions to render text
3281
// RenderText***() functions calls ImDrawList::AddText() calls ImBitmapFont::RenderText()
3282
void ImGui::RenderText(ImVec2 pos, const char* text, const char* text_end, bool hide_text_after_hash)
3283
0
{
3284
0
    ImGuiContext& g = *GImGui;
3285
0
    ImGuiWindow* window = g.CurrentWindow;
3286
3287
    // Hide anything after a '##' string
3288
0
    const char* text_display_end;
3289
0
    if (hide_text_after_hash)
3290
0
    {
3291
0
        text_display_end = FindRenderedTextEnd(text, text_end);
3292
0
    }
3293
0
    else
3294
0
    {
3295
0
        if (!text_end)
3296
0
            text_end = text + strlen(text); // FIXME-OPT
3297
0
        text_display_end = text_end;
3298
0
    }
3299
3300
0
    if (text != text_display_end)
3301
0
    {
3302
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_display_end);
3303
0
        if (g.LogEnabled)
3304
0
            LogRenderedText(&pos, text, text_display_end);
3305
0
    }
3306
0
}
3307
3308
void ImGui::RenderTextWrapped(ImVec2 pos, const char* text, const char* text_end, float wrap_width)
3309
0
{
3310
0
    ImGuiContext& g = *GImGui;
3311
0
    ImGuiWindow* window = g.CurrentWindow;
3312
3313
0
    if (!text_end)
3314
0
        text_end = text + strlen(text); // FIXME-OPT
3315
3316
0
    if (text != text_end)
3317
0
    {
3318
0
        window->DrawList->AddText(g.Font, g.FontSize, pos, GetColorU32(ImGuiCol_Text), text, text_end, wrap_width);
3319
0
        if (g.LogEnabled)
3320
0
            LogRenderedText(&pos, text, text_end);
3321
0
    }
3322
0
}
3323
3324
// Default clip_rect uses (pos_min,pos_max)
3325
// Handle clipping on CPU immediately (vs typically let the GPU clip the triangles that are overlapping the clipping rectangle edges)
3326
// FIXME-OPT: Since we have or calculate text_size we could coarse clip whole block immediately, especally for text above draw_list->DrawList.
3327
// Effectively as this is called from widget doing their own coarse clipping it's not very valuable presently. Next time function will take
3328
// better advantage of the render function taking size into account for coarse clipping.
3329
void ImGui::RenderTextClippedEx(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_display_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3330
0
{
3331
    // Perform CPU side clipping for single clipped element to avoid using scissor state
3332
0
    ImVec2 pos = pos_min;
3333
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_display_end, false, 0.0f);
3334
3335
0
    const ImVec2* clip_min = clip_rect ? &clip_rect->Min : &pos_min;
3336
0
    const ImVec2* clip_max = clip_rect ? &clip_rect->Max : &pos_max;
3337
0
    bool need_clipping = (pos.x + text_size.x >= clip_max->x) || (pos.y + text_size.y >= clip_max->y);
3338
0
    if (clip_rect) // If we had no explicit clipping rectangle then pos==clip_min
3339
0
        need_clipping |= (pos.x < clip_min->x) || (pos.y < clip_min->y);
3340
3341
    // Align whole block. We should defer that to the better rendering function when we'll have support for individual line alignment.
3342
0
    if (align.x > 0.0f) pos.x = ImMax(pos.x, pos.x + (pos_max.x - pos.x - text_size.x) * align.x);
3343
0
    if (align.y > 0.0f) pos.y = ImMax(pos.y, pos.y + (pos_max.y - pos.y - text_size.y) * align.y);
3344
3345
    // Render
3346
0
    if (need_clipping)
3347
0
    {
3348
0
        ImVec4 fine_clip_rect(clip_min->x, clip_min->y, clip_max->x, clip_max->y);
3349
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, &fine_clip_rect);
3350
0
    }
3351
0
    else
3352
0
    {
3353
0
        draw_list->AddText(NULL, 0.0f, pos, GetColorU32(ImGuiCol_Text), text, text_display_end, 0.0f, NULL);
3354
0
    }
3355
0
}
3356
3357
void ImGui::RenderTextClipped(const ImVec2& pos_min, const ImVec2& pos_max, const char* text, const char* text_end, const ImVec2* text_size_if_known, const ImVec2& align, const ImRect* clip_rect)
3358
0
{
3359
    // Hide anything after a '##' string
3360
0
    const char* text_display_end = FindRenderedTextEnd(text, text_end);
3361
0
    const int text_len = (int)(text_display_end - text);
3362
0
    if (text_len == 0)
3363
0
        return;
3364
3365
0
    ImGuiContext& g = *GImGui;
3366
0
    ImGuiWindow* window = g.CurrentWindow;
3367
0
    RenderTextClippedEx(window->DrawList, pos_min, pos_max, text, text_display_end, text_size_if_known, align, clip_rect);
3368
0
    if (g.LogEnabled)
3369
0
        LogRenderedText(&pos_min, text, text_display_end);
3370
0
}
3371
3372
// Another overly complex function until we reorganize everything into a nice all-in-one helper.
3373
// This is made more complex because we have dissociated the layout rectangle (pos_min..pos_max) which define _where_ the ellipsis is, from actual clipping of text and limit of the ellipsis display.
3374
// This is because in the context of tabs we selectively hide part of the text when the Close Button appears, but we don't want the ellipsis to move.
3375
void ImGui::RenderTextEllipsis(ImDrawList* draw_list, const ImVec2& pos_min, const ImVec2& pos_max, float clip_max_x, float ellipsis_max_x, const char* text, const char* text_end_full, const ImVec2* text_size_if_known)
3376
0
{
3377
0
    ImGuiContext& g = *GImGui;
3378
0
    if (text_end_full == NULL)
3379
0
        text_end_full = FindRenderedTextEnd(text);
3380
0
    const ImVec2 text_size = text_size_if_known ? *text_size_if_known : CalcTextSize(text, text_end_full, false, 0.0f);
3381
3382
    //draw_list->AddLine(ImVec2(pos_max.x, pos_min.y - 4), ImVec2(pos_max.x, pos_max.y + 4), IM_COL32(0, 0, 255, 255));
3383
    //draw_list->AddLine(ImVec2(ellipsis_max_x, pos_min.y-2), ImVec2(ellipsis_max_x, pos_max.y+2), IM_COL32(0, 255, 0, 255));
3384
    //draw_list->AddLine(ImVec2(clip_max_x, pos_min.y), ImVec2(clip_max_x, pos_max.y), IM_COL32(255, 0, 0, 255));
3385
    // FIXME: We could technically remove (last_glyph->AdvanceX - last_glyph->X1) from text_size.x here and save a few pixels.
3386
0
    if (text_size.x > pos_max.x - pos_min.x)
3387
0
    {
3388
        // Hello wo...
3389
        // |       |   |
3390
        // min   max   ellipsis_max
3391
        //          <-> this is generally some padding value
3392
3393
0
        const ImFont* font = draw_list->_Data->Font;
3394
0
        const float font_size = draw_list->_Data->FontSize;
3395
0
        const float font_scale = font_size / font->FontSize;
3396
0
        const char* text_end_ellipsis = NULL;
3397
0
        const float ellipsis_width = font->EllipsisWidth * font_scale;
3398
3399
        // We can now claim the space between pos_max.x and ellipsis_max.x
3400
0
        const float text_avail_width = ImMax((ImMax(pos_max.x, ellipsis_max_x) - ellipsis_width) - pos_min.x, 1.0f);
3401
0
        float text_size_clipped_x = font->CalcTextSizeA(font_size, text_avail_width, 0.0f, text, text_end_full, &text_end_ellipsis).x;
3402
0
        if (text == text_end_ellipsis && text_end_ellipsis < text_end_full)
3403
0
        {
3404
            // Always display at least 1 character if there's no room for character + ellipsis
3405
0
            text_end_ellipsis = text + ImTextCountUtf8BytesFromChar(text, text_end_full);
3406
0
            text_size_clipped_x = font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text, text_end_ellipsis).x;
3407
0
        }
3408
0
        while (text_end_ellipsis > text && ImCharIsBlankA(text_end_ellipsis[-1]))
3409
0
        {
3410
            // Trim trailing space before ellipsis (FIXME: Supporting non-ascii blanks would be nice, for this we need a function to backtrack in UTF-8 text)
3411
0
            text_end_ellipsis--;
3412
0
            text_size_clipped_x -= font->CalcTextSizeA(font_size, FLT_MAX, 0.0f, text_end_ellipsis, text_end_ellipsis + 1).x; // Ascii blanks are always 1 byte
3413
0
        }
3414
3415
        // Render text, render ellipsis
3416
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_ellipsis, &text_size, ImVec2(0.0f, 0.0f));
3417
0
        ImVec2 ellipsis_pos = ImFloor(ImVec2(pos_min.x + text_size_clipped_x, pos_min.y));
3418
0
        if (ellipsis_pos.x + ellipsis_width <= ellipsis_max_x)
3419
0
            for (int i = 0; i < font->EllipsisCharCount; i++, ellipsis_pos.x += font->EllipsisCharStep * font_scale)
3420
0
                font->RenderChar(draw_list, font_size, ellipsis_pos, GetColorU32(ImGuiCol_Text), font->EllipsisChar);
3421
0
    }
3422
0
    else
3423
0
    {
3424
0
        RenderTextClippedEx(draw_list, pos_min, ImVec2(clip_max_x, pos_max.y), text, text_end_full, &text_size, ImVec2(0.0f, 0.0f));
3425
0
    }
3426
3427
0
    if (g.LogEnabled)
3428
0
        LogRenderedText(&pos_min, text, text_end_full);
3429
0
}
3430
3431
// Render a rectangle shaped with optional rounding and borders
3432
void ImGui::RenderFrame(ImVec2 p_min, ImVec2 p_max, ImU32 fill_col, bool border, float rounding)
3433
0
{
3434
0
    ImGuiContext& g = *GImGui;
3435
0
    ImGuiWindow* window = g.CurrentWindow;
3436
0
    window->DrawList->AddRectFilled(p_min, p_max, fill_col, rounding);
3437
0
    const float border_size = g.Style.FrameBorderSize;
3438
0
    if (border && border_size > 0.0f)
3439
0
    {
3440
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3441
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3442
0
    }
3443
0
}
3444
3445
void ImGui::RenderFrameBorder(ImVec2 p_min, ImVec2 p_max, float rounding)
3446
0
{
3447
0
    ImGuiContext& g = *GImGui;
3448
0
    ImGuiWindow* window = g.CurrentWindow;
3449
0
    const float border_size = g.Style.FrameBorderSize;
3450
0
    if (border_size > 0.0f)
3451
0
    {
3452
0
        window->DrawList->AddRect(p_min + ImVec2(1, 1), p_max + ImVec2(1, 1), GetColorU32(ImGuiCol_BorderShadow), rounding, 0, border_size);
3453
0
        window->DrawList->AddRect(p_min, p_max, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
3454
0
    }
3455
0
}
3456
3457
void ImGui::RenderNavHighlight(const ImRect& bb, ImGuiID id, ImGuiNavHighlightFlags flags)
3458
0
{
3459
0
    ImGuiContext& g = *GImGui;
3460
0
    if (id != g.NavId)
3461
0
        return;
3462
0
    if (g.NavDisableHighlight && !(flags & ImGuiNavHighlightFlags_AlwaysDraw))
3463
0
        return;
3464
0
    ImGuiWindow* window = g.CurrentWindow;
3465
0
    if (window->DC.NavHideHighlightOneFrame)
3466
0
        return;
3467
3468
0
    float rounding = (flags & ImGuiNavHighlightFlags_NoRounding) ? 0.0f : g.Style.FrameRounding;
3469
0
    ImRect display_rect = bb;
3470
0
    display_rect.ClipWith(window->ClipRect);
3471
0
    if (flags & ImGuiNavHighlightFlags_TypeDefault)
3472
0
    {
3473
0
        const float THICKNESS = 2.0f;
3474
0
        const float DISTANCE = 3.0f + THICKNESS * 0.5f;
3475
0
        display_rect.Expand(ImVec2(DISTANCE, DISTANCE));
3476
0
        bool fully_visible = window->ClipRect.Contains(display_rect);
3477
0
        if (!fully_visible)
3478
0
            window->DrawList->PushClipRect(display_rect.Min, display_rect.Max);
3479
0
        window->DrawList->AddRect(display_rect.Min + ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), display_rect.Max - ImVec2(THICKNESS * 0.5f, THICKNESS * 0.5f), GetColorU32(ImGuiCol_NavHighlight), rounding, 0, THICKNESS);
3480
0
        if (!fully_visible)
3481
0
            window->DrawList->PopClipRect();
3482
0
    }
3483
0
    if (flags & ImGuiNavHighlightFlags_TypeThin)
3484
0
    {
3485
0
        window->DrawList->AddRect(display_rect.Min, display_rect.Max, GetColorU32(ImGuiCol_NavHighlight), rounding, 0, 1.0f);
3486
0
    }
3487
0
}
3488
3489
void ImGui::RenderMouseCursor(ImVec2 base_pos, float base_scale, ImGuiMouseCursor mouse_cursor, ImU32 col_fill, ImU32 col_border, ImU32 col_shadow)
3490
0
{
3491
0
    ImGuiContext& g = *GImGui;
3492
0
    IM_ASSERT(mouse_cursor > ImGuiMouseCursor_None && mouse_cursor < ImGuiMouseCursor_COUNT);
3493
0
    ImFontAtlas* font_atlas = g.DrawListSharedData.Font->ContainerAtlas;
3494
0
    for (int n = 0; n < g.Viewports.Size; n++)
3495
0
    {
3496
        // We scale cursor with current viewport/monitor, however Windows 10 for its own hardware cursor seems to be using a different scale factor.
3497
0
        ImVec2 offset, size, uv[4];
3498
0
        if (!font_atlas->GetMouseCursorTexData(mouse_cursor, &offset, &size, &uv[0], &uv[2]))
3499
0
            continue;
3500
0
        ImGuiViewportP* viewport = g.Viewports[n];
3501
0
        const ImVec2 pos = base_pos - offset;
3502
0
        const float scale = base_scale * viewport->DpiScale;
3503
0
        if (!viewport->GetMainRect().Overlaps(ImRect(pos, pos + ImVec2(size.x + 2, size.y + 2) * scale)))
3504
0
            continue;
3505
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
3506
0
        ImTextureID tex_id = font_atlas->TexID;
3507
0
        draw_list->PushTextureID(tex_id);
3508
0
        draw_list->AddImage(tex_id, pos + ImVec2(1, 0) * scale, pos + (ImVec2(1, 0) + size) * scale, uv[2], uv[3], col_shadow);
3509
0
        draw_list->AddImage(tex_id, pos + ImVec2(2, 0) * scale, pos + (ImVec2(2, 0) + size) * scale, uv[2], uv[3], col_shadow);
3510
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[2], uv[3], col_border);
3511
0
        draw_list->AddImage(tex_id, pos,                        pos + size * scale,                  uv[0], uv[1], col_fill);
3512
0
        draw_list->PopTextureID();
3513
0
    }
3514
0
}
3515
3516
//-----------------------------------------------------------------------------
3517
// [SECTION] INITIALIZATION, SHUTDOWN
3518
//-----------------------------------------------------------------------------
3519
3520
// Internal state access - if you want to share Dear ImGui state between modules (e.g. DLL) or allocate it yourself
3521
// Note that we still point to some static data and members (such as GFontAtlas), so the state instance you end up using will point to the static data within its module
3522
ImGuiContext* ImGui::GetCurrentContext()
3523
0
{
3524
0
    return GImGui;
3525
0
}
3526
3527
void ImGui::SetCurrentContext(ImGuiContext* ctx)
3528
0
{
3529
#ifdef IMGUI_SET_CURRENT_CONTEXT_FUNC
3530
    IMGUI_SET_CURRENT_CONTEXT_FUNC(ctx); // For custom thread-based hackery you may want to have control over this.
3531
#else
3532
0
    GImGui = ctx;
3533
0
#endif
3534
0
}
3535
3536
void ImGui::SetAllocatorFunctions(ImGuiMemAllocFunc alloc_func, ImGuiMemFreeFunc free_func, void* user_data)
3537
0
{
3538
0
    GImAllocatorAllocFunc = alloc_func;
3539
0
    GImAllocatorFreeFunc = free_func;
3540
0
    GImAllocatorUserData = user_data;
3541
0
}
3542
3543
// This is provided to facilitate copying allocators from one static/DLL boundary to another (e.g. retrieve default allocator of your executable address space)
3544
void ImGui::GetAllocatorFunctions(ImGuiMemAllocFunc* p_alloc_func, ImGuiMemFreeFunc* p_free_func, void** p_user_data)
3545
0
{
3546
0
    *p_alloc_func = GImAllocatorAllocFunc;
3547
0
    *p_free_func = GImAllocatorFreeFunc;
3548
0
    *p_user_data = GImAllocatorUserData;
3549
0
}
3550
3551
ImGuiContext* ImGui::CreateContext(ImFontAtlas* shared_font_atlas)
3552
0
{
3553
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3554
0
    ImGuiContext* ctx = IM_NEW(ImGuiContext)(shared_font_atlas);
3555
0
    SetCurrentContext(ctx);
3556
0
    Initialize();
3557
0
    if (prev_ctx != NULL)
3558
0
        SetCurrentContext(prev_ctx); // Restore previous context if any, else keep new one.
3559
0
    return ctx;
3560
0
}
3561
3562
void ImGui::DestroyContext(ImGuiContext* ctx)
3563
0
{
3564
0
    ImGuiContext* prev_ctx = GetCurrentContext();
3565
0
    if (ctx == NULL) //-V1051
3566
0
        ctx = prev_ctx;
3567
0
    SetCurrentContext(ctx);
3568
0
    Shutdown();
3569
0
    SetCurrentContext((prev_ctx != ctx) ? prev_ctx : NULL);
3570
0
    IM_DELETE(ctx);
3571
0
}
3572
3573
// IMPORTANT: ###xxx suffixes must be same in ALL languages
3574
static const ImGuiLocEntry GLocalizationEntriesEnUS[] =
3575
{
3576
    { ImGuiLocKey_TableSizeOne,         "Size column to fit###SizeOne"          },
3577
    { ImGuiLocKey_TableSizeAllFit,      "Size all columns to fit###SizeAll"     },
3578
    { ImGuiLocKey_TableSizeAllDefault,  "Size all columns to default###SizeAll" },
3579
    { ImGuiLocKey_TableResetOrder,      "Reset order###ResetOrder"              },
3580
    { ImGuiLocKey_WindowingMainMenuBar, "(Main menu bar)"                       },
3581
    { ImGuiLocKey_WindowingPopup,       "(Popup)"                               },
3582
    { ImGuiLocKey_WindowingUntitled,    "(Untitled)"                            },
3583
    { ImGuiLocKey_DockingHideTabBar,    "Hide tab bar###HideTabBar"             },
3584
};
3585
3586
void ImGui::Initialize()
3587
0
{
3588
0
    ImGuiContext& g = *GImGui;
3589
0
    IM_ASSERT(!g.Initialized && !g.SettingsLoaded);
3590
3591
    // Add .ini handle for ImGuiWindow and ImGuiTable types
3592
0
    {
3593
0
        ImGuiSettingsHandler ini_handler;
3594
0
        ini_handler.TypeName = "Window";
3595
0
        ini_handler.TypeHash = ImHashStr("Window");
3596
0
        ini_handler.ClearAllFn = WindowSettingsHandler_ClearAll;
3597
0
        ini_handler.ReadOpenFn = WindowSettingsHandler_ReadOpen;
3598
0
        ini_handler.ReadLineFn = WindowSettingsHandler_ReadLine;
3599
0
        ini_handler.ApplyAllFn = WindowSettingsHandler_ApplyAll;
3600
0
        ini_handler.WriteAllFn = WindowSettingsHandler_WriteAll;
3601
0
        AddSettingsHandler(&ini_handler);
3602
0
    }
3603
0
    TableSettingsAddSettingsHandler();
3604
3605
    // Setup default localization table
3606
0
    LocalizeRegisterEntries(GLocalizationEntriesEnUS, IM_ARRAYSIZE(GLocalizationEntriesEnUS));
3607
3608
    // Setup default platform clipboard/IME handlers.
3609
0
    g.IO.GetClipboardTextFn = GetClipboardTextFn_DefaultImpl;    // Platform dependent default implementations
3610
0
    g.IO.SetClipboardTextFn = SetClipboardTextFn_DefaultImpl;
3611
0
    g.IO.ClipboardUserData = (void*)&g;                          // Default implementation use the ImGuiContext as user data (ideally those would be arguments to the function)
3612
0
    g.IO.SetPlatformImeDataFn = SetPlatformImeDataFn_DefaultImpl;
3613
3614
    // Create default viewport
3615
0
    ImGuiViewportP* viewport = IM_NEW(ImGuiViewportP)();
3616
0
    viewport->ID = IMGUI_VIEWPORT_DEFAULT_ID;
3617
0
    viewport->Idx = 0;
3618
0
    viewport->PlatformWindowCreated = true;
3619
0
    viewport->Flags = ImGuiViewportFlags_OwnedByApp;
3620
0
    g.Viewports.push_back(viewport);
3621
0
    g.TempBuffer.resize(1024 * 3 + 1, 0);
3622
0
    g.PlatformIO.Viewports.push_back(g.Viewports[0]);
3623
3624
0
#ifdef IMGUI_HAS_DOCK
3625
    // Initialize Docking
3626
0
    DockContextInitialize(&g);
3627
0
#endif
3628
3629
0
    g.Initialized = true;
3630
0
}
3631
3632
// This function is merely here to free heap allocations.
3633
void ImGui::Shutdown()
3634
0
{
3635
    // The fonts atlas can be used prior to calling NewFrame(), so we clear it even if g.Initialized is FALSE (which would happen if we never called NewFrame)
3636
0
    ImGuiContext& g = *GImGui;
3637
0
    if (g.IO.Fonts && g.FontAtlasOwnedByContext)
3638
0
    {
3639
0
        g.IO.Fonts->Locked = false;
3640
0
        IM_DELETE(g.IO.Fonts);
3641
0
    }
3642
0
    g.IO.Fonts = NULL;
3643
0
    g.DrawListSharedData.TempBuffer.clear();
3644
3645
    // Cleanup of other data are conditional on actually having initialized Dear ImGui.
3646
0
    if (!g.Initialized)
3647
0
        return;
3648
3649
    // Save settings (unless we haven't attempted to load them: CreateContext/DestroyContext without a call to NewFrame shouldn't save an empty file)
3650
0
    if (g.SettingsLoaded && g.IO.IniFilename != NULL)
3651
0
        SaveIniSettingsToDisk(g.IO.IniFilename);
3652
3653
    // Destroy platform windows
3654
0
    DestroyPlatformWindows();
3655
3656
    // Shutdown extensions
3657
0
    DockContextShutdown(&g);
3658
3659
0
    CallContextHooks(&g, ImGuiContextHookType_Shutdown);
3660
3661
    // Clear everything else
3662
0
    g.Windows.clear_delete();
3663
0
    g.WindowsFocusOrder.clear();
3664
0
    g.WindowsTempSortBuffer.clear();
3665
0
    g.CurrentWindow = NULL;
3666
0
    g.CurrentWindowStack.clear();
3667
0
    g.WindowsById.Clear();
3668
0
    g.NavWindow = NULL;
3669
0
    g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
3670
0
    g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
3671
0
    g.MovingWindow = NULL;
3672
3673
0
    g.KeysRoutingTable.Clear();
3674
3675
0
    g.ColorStack.clear();
3676
0
    g.StyleVarStack.clear();
3677
0
    g.FontStack.clear();
3678
0
    g.OpenPopupStack.clear();
3679
0
    g.BeginPopupStack.clear();
3680
3681
0
    g.CurrentViewport = g.MouseViewport = g.MouseLastHoveredViewport = NULL;
3682
0
    g.Viewports.clear_delete();
3683
3684
0
    g.TabBars.Clear();
3685
0
    g.CurrentTabBarStack.clear();
3686
0
    g.ShrinkWidthBuffer.clear();
3687
3688
0
    g.ClipperTempData.clear_destruct();
3689
3690
0
    g.Tables.Clear();
3691
0
    g.TablesTempData.clear_destruct();
3692
0
    g.DrawChannelsTempMergeBuffer.clear();
3693
3694
0
    g.ClipboardHandlerData.clear();
3695
0
    g.MenusIdSubmittedThisFrame.clear();
3696
0
    g.InputTextState.ClearFreeMemory();
3697
0
    g.InputTextDeactivatedState.ClearFreeMemory();
3698
3699
0
    g.SettingsWindows.clear();
3700
0
    g.SettingsHandlers.clear();
3701
3702
0
    if (g.LogFile)
3703
0
    {
3704
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
3705
0
        if (g.LogFile != stdout)
3706
0
#endif
3707
0
            ImFileClose(g.LogFile);
3708
0
        g.LogFile = NULL;
3709
0
    }
3710
0
    g.LogBuffer.clear();
3711
0
    g.DebugLogBuf.clear();
3712
0
    g.DebugLogIndex.clear();
3713
3714
0
    g.Initialized = false;
3715
0
}
3716
3717
// No specific ordering/dependency support, will see as needed
3718
ImGuiID ImGui::AddContextHook(ImGuiContext* ctx, const ImGuiContextHook* hook)
3719
0
{
3720
0
    ImGuiContext& g = *ctx;
3721
0
    IM_ASSERT(hook->Callback != NULL && hook->HookId == 0 && hook->Type != ImGuiContextHookType_PendingRemoval_);
3722
0
    g.Hooks.push_back(*hook);
3723
0
    g.Hooks.back().HookId = ++g.HookIdNext;
3724
0
    return g.HookIdNext;
3725
0
}
3726
3727
// Deferred removal, avoiding issue with changing vector while iterating it
3728
void ImGui::RemoveContextHook(ImGuiContext* ctx, ImGuiID hook_id)
3729
0
{
3730
0
    ImGuiContext& g = *ctx;
3731
0
    IM_ASSERT(hook_id != 0);
3732
0
    for (int n = 0; n < g.Hooks.Size; n++)
3733
0
        if (g.Hooks[n].HookId == hook_id)
3734
0
            g.Hooks[n].Type = ImGuiContextHookType_PendingRemoval_;
3735
0
}
3736
3737
// Call context hooks (used by e.g. test engine)
3738
// We assume a small number of hooks so all stored in same array
3739
void ImGui::CallContextHooks(ImGuiContext* ctx, ImGuiContextHookType hook_type)
3740
0
{
3741
0
    ImGuiContext& g = *ctx;
3742
0
    for (int n = 0; n < g.Hooks.Size; n++)
3743
0
        if (g.Hooks[n].Type == hook_type)
3744
0
            g.Hooks[n].Callback(&g, &g.Hooks[n]);
3745
0
}
3746
3747
3748
//-----------------------------------------------------------------------------
3749
// [SECTION] MAIN CODE (most of the code! lots of stuff, needs tidying up!)
3750
//-----------------------------------------------------------------------------
3751
3752
// ImGuiWindow is mostly a dumb struct. It merely has a constructor and a few helper methods
3753
ImGuiWindow::ImGuiWindow(ImGuiContext* ctx, const char* name) : DrawListInst(NULL)
3754
0
{
3755
0
    memset(this, 0, sizeof(*this));
3756
0
    Ctx = ctx;
3757
0
    Name = ImStrdup(name);
3758
0
    NameBufLen = (int)strlen(name) + 1;
3759
0
    ID = ImHashStr(name);
3760
0
    IDStack.push_back(ID);
3761
0
    ViewportAllowPlatformMonitorExtend = -1;
3762
0
    ViewportPos = ImVec2(FLT_MAX, FLT_MAX);
3763
0
    MoveId = GetID("#MOVE");
3764
0
    TabId = GetID("#TAB");
3765
0
    ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
3766
0
    ScrollTargetCenterRatio = ImVec2(0.5f, 0.5f);
3767
0
    AutoFitFramesX = AutoFitFramesY = -1;
3768
0
    AutoPosLastDirection = ImGuiDir_None;
3769
0
    SetWindowPosAllowFlags = SetWindowSizeAllowFlags = SetWindowCollapsedAllowFlags = SetWindowDockAllowFlags = 0;
3770
0
    SetWindowPosVal = SetWindowPosPivot = ImVec2(FLT_MAX, FLT_MAX);
3771
0
    LastFrameActive = -1;
3772
0
    LastFrameJustFocused = -1;
3773
0
    LastTimeActive = -1.0f;
3774
0
    FontWindowScale = FontDpiScale = 1.0f;
3775
0
    SettingsOffset = -1;
3776
0
    DockOrder = -1;
3777
0
    DrawList = &DrawListInst;
3778
0
    DrawList->_Data = &Ctx->DrawListSharedData;
3779
0
    DrawList->_OwnerName = Name;
3780
0
    NavPreferredScoringPosRel[0] = NavPreferredScoringPosRel[1] = ImVec2(FLT_MAX, FLT_MAX);
3781
0
    IM_PLACEMENT_NEW(&WindowClass) ImGuiWindowClass();
3782
0
}
3783
3784
ImGuiWindow::~ImGuiWindow()
3785
0
{
3786
0
    IM_ASSERT(DrawList == &DrawListInst);
3787
0
    IM_DELETE(Name);
3788
0
    ColumnsStorage.clear_destruct();
3789
0
}
3790
3791
ImGuiID ImGuiWindow::GetID(const char* str, const char* str_end)
3792
0
{
3793
0
    ImGuiID seed = IDStack.back();
3794
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
3795
0
    ImGuiContext& g = *Ctx;
3796
0
    if (g.DebugHookIdInfo == id)
3797
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
3798
0
    return id;
3799
0
}
3800
3801
ImGuiID ImGuiWindow::GetID(const void* ptr)
3802
0
{
3803
0
    ImGuiID seed = IDStack.back();
3804
0
    ImGuiID id = ImHashData(&ptr, sizeof(void*), seed);
3805
0
    ImGuiContext& g = *Ctx;
3806
0
    if (g.DebugHookIdInfo == id)
3807
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_Pointer, ptr, NULL);
3808
0
    return id;
3809
0
}
3810
3811
ImGuiID ImGuiWindow::GetID(int n)
3812
0
{
3813
0
    ImGuiID seed = IDStack.back();
3814
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
3815
0
    ImGuiContext& g = *Ctx;
3816
0
    if (g.DebugHookIdInfo == id)
3817
0
        ImGui::DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
3818
0
    return id;
3819
0
}
3820
3821
// This is only used in rare/specific situations to manufacture an ID out of nowhere.
3822
ImGuiID ImGuiWindow::GetIDFromRectangle(const ImRect& r_abs)
3823
0
{
3824
0
    ImGuiID seed = IDStack.back();
3825
0
    ImRect r_rel = ImGui::WindowRectAbsToRel(this, r_abs);
3826
0
    ImGuiID id = ImHashData(&r_rel, sizeof(r_rel), seed);
3827
0
    return id;
3828
0
}
3829
3830
static void SetCurrentWindow(ImGuiWindow* window)
3831
0
{
3832
0
    ImGuiContext& g = *GImGui;
3833
0
    g.CurrentWindow = window;
3834
0
    g.CurrentTable = window && window->DC.CurrentTableIdx != -1 ? g.Tables.GetByIndex(window->DC.CurrentTableIdx) : NULL;
3835
0
    if (window)
3836
0
    {
3837
0
        g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
3838
0
        ImGui::NavUpdateCurrentWindowIsScrollPushableX();
3839
0
    }
3840
0
}
3841
3842
void ImGui::GcCompactTransientMiscBuffers()
3843
0
{
3844
0
    ImGuiContext& g = *GImGui;
3845
0
    g.ItemFlagsStack.clear();
3846
0
    g.GroupStack.clear();
3847
0
    TableGcCompactSettings();
3848
0
}
3849
3850
// Free up/compact internal window buffers, we can use this when a window becomes unused.
3851
// Not freed:
3852
// - ImGuiWindow, ImGuiWindowSettings, Name, StateStorage, ColumnsStorage (may hold useful data)
3853
// This should have no noticeable visual effect. When the window reappear however, expect new allocation/buffer growth/copy cost.
3854
void ImGui::GcCompactTransientWindowBuffers(ImGuiWindow* window)
3855
0
{
3856
0
    window->MemoryCompacted = true;
3857
0
    window->MemoryDrawListIdxCapacity = window->DrawList->IdxBuffer.Capacity;
3858
0
    window->MemoryDrawListVtxCapacity = window->DrawList->VtxBuffer.Capacity;
3859
0
    window->IDStack.clear();
3860
0
    window->DrawList->_ClearFreeMemory();
3861
0
    window->DC.ChildWindows.clear();
3862
0
    window->DC.ItemWidthStack.clear();
3863
0
    window->DC.TextWrapPosStack.clear();
3864
0
}
3865
3866
void ImGui::GcAwakeTransientWindowBuffers(ImGuiWindow* window)
3867
0
{
3868
    // We stored capacity of the ImDrawList buffer to reduce growth-caused allocation/copy when awakening.
3869
    // The other buffers tends to amortize much faster.
3870
0
    window->MemoryCompacted = false;
3871
0
    window->DrawList->IdxBuffer.reserve(window->MemoryDrawListIdxCapacity);
3872
0
    window->DrawList->VtxBuffer.reserve(window->MemoryDrawListVtxCapacity);
3873
0
    window->MemoryDrawListIdxCapacity = window->MemoryDrawListVtxCapacity = 0;
3874
0
}
3875
3876
void ImGui::SetActiveID(ImGuiID id, ImGuiWindow* window)
3877
0
{
3878
0
    ImGuiContext& g = *GImGui;
3879
3880
    // Clear previous active id
3881
0
    if (g.ActiveId != 0)
3882
0
    {
3883
        // While most behaved code would make an effort to not steal active id during window move/drag operations,
3884
        // we at least need to be resilient to it. Canceling the move is rather aggressive and users of 'master' branch
3885
        // may prefer the weird ill-defined half working situation ('docking' did assert), so may need to rework that.
3886
0
        if (g.MovingWindow != NULL && g.ActiveId == g.MovingWindow->MoveId)
3887
0
        {
3888
0
            IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() cancel MovingWindow\n");
3889
0
            g.MovingWindow = NULL;
3890
0
        }
3891
3892
        // This could be written in a more general way (e.g associate a hook to ActiveId),
3893
        // but since this is currently quite an exception we'll leave it as is.
3894
        // One common scenario leading to this is: pressing Key ->NavMoveRequestApplyResult() -> ClearActiveId()
3895
0
        if (g.InputTextState.ID == g.ActiveId)
3896
0
            InputTextDeactivateHook(g.ActiveId);
3897
0
    }
3898
3899
    // Set active id
3900
0
    g.ActiveIdIsJustActivated = (g.ActiveId != id);
3901
0
    if (g.ActiveIdIsJustActivated)
3902
0
    {
3903
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetActiveID() old:0x%08X (window \"%s\") -> new:0x%08X (window \"%s\")\n", g.ActiveId, g.ActiveIdWindow ? g.ActiveIdWindow->Name : "", id, window ? window->Name : "");
3904
0
        g.ActiveIdTimer = 0.0f;
3905
0
        g.ActiveIdHasBeenPressedBefore = false;
3906
0
        g.ActiveIdHasBeenEditedBefore = false;
3907
0
        g.ActiveIdMouseButton = -1;
3908
0
        if (id != 0)
3909
0
        {
3910
0
            g.LastActiveId = id;
3911
0
            g.LastActiveIdTimer = 0.0f;
3912
0
        }
3913
0
    }
3914
0
    g.ActiveId = id;
3915
0
    g.ActiveIdAllowOverlap = false;
3916
0
    g.ActiveIdNoClearOnFocusLoss = false;
3917
0
    g.ActiveIdWindow = window;
3918
0
    g.ActiveIdHasBeenEditedThisFrame = false;
3919
0
    if (id)
3920
0
    {
3921
0
        g.ActiveIdIsAlive = id;
3922
0
        g.ActiveIdSource = (g.NavActivateId == id || g.NavJustMovedToId == id) ? g.NavInputSource : ImGuiInputSource_Mouse;
3923
0
        IM_ASSERT(g.ActiveIdSource != ImGuiInputSource_None);
3924
0
    }
3925
3926
    // Clear declaration of inputs claimed by the widget
3927
    // (Please note that this is WIP and not all keys/inputs are thoroughly declared by all widgets yet)
3928
0
    g.ActiveIdUsingNavDirMask = 0x00;
3929
0
    g.ActiveIdUsingAllKeyboardKeys = false;
3930
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
3931
    g.ActiveIdUsingNavInputMask = 0x00;
3932
#endif
3933
0
}
3934
3935
void ImGui::ClearActiveID()
3936
0
{
3937
0
    SetActiveID(0, NULL); // g.ActiveId = 0;
3938
0
}
3939
3940
void ImGui::SetHoveredID(ImGuiID id)
3941
0
{
3942
0
    ImGuiContext& g = *GImGui;
3943
0
    g.HoveredId = id;
3944
0
    g.HoveredIdAllowOverlap = false;
3945
0
    if (id != 0 && g.HoveredIdPreviousFrame != id)
3946
0
        g.HoveredIdTimer = g.HoveredIdNotActiveTimer = 0.0f;
3947
0
}
3948
3949
ImGuiID ImGui::GetHoveredID()
3950
0
{
3951
0
    ImGuiContext& g = *GImGui;
3952
0
    return g.HoveredId ? g.HoveredId : g.HoveredIdPreviousFrame;
3953
0
}
3954
3955
// This is called by ItemAdd().
3956
// Code not using ItemAdd() may need to call this manually otherwise ActiveId will be cleared. In IMGUI_VERSION_NUM < 18717 this was called by GetID().
3957
void ImGui::KeepAliveID(ImGuiID id)
3958
0
{
3959
0
    ImGuiContext& g = *GImGui;
3960
0
    if (g.ActiveId == id)
3961
0
        g.ActiveIdIsAlive = id;
3962
0
    if (g.ActiveIdPreviousFrame == id)
3963
0
        g.ActiveIdPreviousFrameIsAlive = true;
3964
0
}
3965
3966
void ImGui::MarkItemEdited(ImGuiID id)
3967
0
{
3968
    // This marking is solely to be able to provide info for IsItemDeactivatedAfterEdit().
3969
    // ActiveId might have been released by the time we call this (as in the typical press/release button behavior) but still need to fill the data.
3970
0
    ImGuiContext& g = *GImGui;
3971
0
    if (g.ActiveId == id || g.ActiveId == 0)
3972
0
    {
3973
0
        g.ActiveIdHasBeenEditedThisFrame = true;
3974
0
        g.ActiveIdHasBeenEditedBefore = true;
3975
0
    }
3976
3977
    // We accept a MarkItemEdited() on drag and drop targets (see https://github.com/ocornut/imgui/issues/1875#issuecomment-978243343)
3978
    // We accept 'ActiveIdPreviousFrame == id' for InputText() returning an edit after it has been taken ActiveId away (#4714)
3979
0
    IM_ASSERT(g.DragDropActive || g.ActiveId == id || g.ActiveId == 0 || g.ActiveIdPreviousFrame == id);
3980
3981
    //IM_ASSERT(g.CurrentWindow->DC.LastItemId == id);
3982
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
3983
0
}
3984
3985
bool ImGui::IsWindowContentHoverable(ImGuiWindow* window, ImGuiHoveredFlags flags)
3986
0
{
3987
    // An active popup disable hovering on other windows (apart from its own children)
3988
    // FIXME-OPT: This could be cached/stored within the window.
3989
0
    ImGuiContext& g = *GImGui;
3990
0
    if (g.NavWindow)
3991
0
        if (ImGuiWindow* focused_root_window = g.NavWindow->RootWindowDockTree)
3992
0
            if (focused_root_window->WasActive && focused_root_window != window->RootWindowDockTree)
3993
0
            {
3994
                // For the purpose of those flags we differentiate "standard popup" from "modal popup"
3995
                // NB: The 'else' is important because Modal windows are also Popups.
3996
0
                bool want_inhibit = false;
3997
0
                if (focused_root_window->Flags & ImGuiWindowFlags_Modal)
3998
0
                    want_inhibit = true;
3999
0
                else if ((focused_root_window->Flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiHoveredFlags_AllowWhenBlockedByPopup))
4000
0
                    want_inhibit = true;
4001
4002
                // Inhibit hover unless the window is within the stack of our modal/popup
4003
0
                if (want_inhibit)
4004
0
                    if (!IsWindowWithinBeginStackOf(window->RootWindow, focused_root_window))
4005
0
                        return false;
4006
0
            }
4007
4008
    // Filter by viewport
4009
0
    if (window->Viewport != g.MouseViewport)
4010
0
        if (g.MovingWindow == NULL || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree)
4011
0
            return false;
4012
4013
0
    return true;
4014
0
}
4015
4016
// This is roughly matching the behavior of internal-facing ItemHoverable()
4017
// - we allow hovering to be true when ActiveId==window->MoveID, so that clicking on non-interactive items such as a Text() item still returns true with IsItemHovered()
4018
// - this should work even for non-interactive items that have no ID, so we cannot use LastItemId
4019
bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
4020
0
{
4021
0
    ImGuiContext& g = *GImGui;
4022
0
    ImGuiWindow* window = g.CurrentWindow;
4023
0
    if (g.NavDisableMouseHover && !g.NavDisableHighlight && !(flags & ImGuiHoveredFlags_NoNavOverride))
4024
0
    {
4025
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4026
0
            return false;
4027
0
        if (!IsItemFocused())
4028
0
            return false;
4029
0
    }
4030
0
    else
4031
0
    {
4032
        // Test for bounding box overlap, as updated as ItemAdd()
4033
0
        ImGuiItemStatusFlags status_flags = g.LastItemData.StatusFlags;
4034
0
        if (!(status_flags & ImGuiItemStatusFlags_HoveredRect))
4035
0
            return false;
4036
0
        IM_ASSERT((flags & (ImGuiHoveredFlags_AnyWindow | ImGuiHoveredFlags_RootWindow | ImGuiHoveredFlags_ChildWindows | ImGuiHoveredFlags_NoPopupHierarchy | ImGuiHoveredFlags_DockHierarchy)) == 0);   // Flags not supported by this function
4037
4038
        // Done with rectangle culling so we can perform heavier checks now
4039
        // Test if we are hovering the right window (our window could be behind another window)
4040
        // [2021/03/02] Reworked / reverted the revert, finally. Note we want e.g. BeginGroup/ItemAdd/EndGroup to work as well. (#3851)
4041
        // [2017/10/16] Reverted commit 344d48be3 and testing RootWindow instead. I believe it is correct to NOT test for RootWindow but this leaves us unable
4042
        // to use IsItemHovered() after EndChild() itself. Until a solution is found I believe reverting to the test from 2017/09/27 is safe since this was
4043
        // the test that has been running for a long while.
4044
0
        if (g.HoveredWindow != window && (status_flags & ImGuiItemStatusFlags_HoveredWindow) == 0)
4045
0
            if ((flags & ImGuiHoveredFlags_AllowWhenOverlapped) == 0)
4046
0
                return false;
4047
4048
        // Test if another item is active (e.g. being dragged)
4049
0
        if ((flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem) == 0)
4050
0
            if (g.ActiveId != 0 && g.ActiveId != g.LastItemData.ID && !g.ActiveIdAllowOverlap)
4051
0
                if (g.ActiveId != window->MoveId && g.ActiveId != window->TabId)
4052
0
                    return false;
4053
4054
        // Test if interactions on this window are blocked by an active popup or modal.
4055
        // The ImGuiHoveredFlags_AllowWhenBlockedByPopup flag will be tested here.
4056
0
        if (!IsWindowContentHoverable(window, flags) && !(g.LastItemData.InFlags & ImGuiItemFlags_NoWindowHoverableCheck))
4057
0
            return false;
4058
4059
        // Test if the item is disabled
4060
0
        if ((g.LastItemData.InFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
4061
0
            return false;
4062
4063
        // Special handling for calling after Begin() which represent the title bar or tab.
4064
        // When the window is skipped/collapsed (SkipItems==true) that last item (always ->MoveId submitted by Begin)
4065
        // will never be overwritten so we need to detect the case.
4066
0
        if (g.LastItemData.ID == window->MoveId && window->WriteAccessed)
4067
0
            return false;
4068
0
    }
4069
4070
    // Handle hover delay
4071
    // (some ideas: https://www.nngroup.com/articles/timing-exposing-content)
4072
0
    float delay;
4073
0
    if (flags & ImGuiHoveredFlags_DelayNormal)
4074
0
        delay = g.IO.HoverDelayNormal;
4075
0
    else if (flags & ImGuiHoveredFlags_DelayShort)
4076
0
        delay = g.IO.HoverDelayShort;
4077
0
    else
4078
0
        delay = 0.0f;
4079
0
    if (delay > 0.0f)
4080
0
    {
4081
0
        ImGuiID hover_delay_id = (g.LastItemData.ID != 0) ? g.LastItemData.ID : window->GetIDFromRectangle(g.LastItemData.Rect);
4082
0
        if ((flags & ImGuiHoveredFlags_NoSharedDelay) && (g.HoverDelayIdPreviousFrame != hover_delay_id))
4083
0
            g.HoverDelayTimer = 0.0f;
4084
0
        g.HoverDelayId = hover_delay_id;
4085
0
        return g.HoverDelayTimer >= delay;
4086
0
    }
4087
4088
0
    return true;
4089
0
}
4090
4091
// Internal facing ItemHoverable() used when submitting widgets. Differs slightly from IsItemHovered().
4092
bool ImGui::ItemHoverable(const ImRect& bb, ImGuiID id)
4093
0
{
4094
0
    ImGuiContext& g = *GImGui;
4095
0
    if (g.HoveredId != 0 && g.HoveredId != id && !g.HoveredIdAllowOverlap)
4096
0
        return false;
4097
4098
0
    ImGuiWindow* window = g.CurrentWindow;
4099
0
    if (g.HoveredWindow != window)
4100
0
        return false;
4101
0
    if (g.ActiveId != 0 && g.ActiveId != id && !g.ActiveIdAllowOverlap)
4102
0
        return false;
4103
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max))
4104
0
        return false;
4105
4106
    // Done with rectangle culling so we can perform heavier checks now.
4107
0
    ImGuiItemFlags item_flags = (g.LastItemData.ID == id ? g.LastItemData.InFlags : g.CurrentItemFlags);
4108
0
    if (!(item_flags & ImGuiItemFlags_NoWindowHoverableCheck) && !IsWindowContentHoverable(window, ImGuiHoveredFlags_None))
4109
0
    {
4110
0
        g.HoveredIdDisabled = true;
4111
0
        return false;
4112
0
    }
4113
4114
    // We exceptionally allow this function to be called with id==0 to allow using it for easy high-level
4115
    // hover test in widgets code. We could also decide to split this function is two.
4116
0
    if (id != 0)
4117
0
        SetHoveredID(id);
4118
4119
    // When disabled we'll return false but still set HoveredId
4120
0
    if (item_flags & ImGuiItemFlags_Disabled)
4121
0
    {
4122
        // Release active id if turning disabled
4123
0
        if (g.ActiveId == id)
4124
0
            ClearActiveID();
4125
0
        g.HoveredIdDisabled = true;
4126
0
        return false;
4127
0
    }
4128
4129
0
    if (id != 0)
4130
0
    {
4131
        // [DEBUG] Item Picker tool!
4132
        // We perform the check here because SetHoveredID() is not frequently called (1~ time a frame), making
4133
        // the cost of this tool near-zero. We can get slightly better call-stack and support picking non-hovered
4134
        // items if we performed the test in ItemAdd(), but that would incur a small runtime cost.
4135
0
        if (g.DebugItemPickerActive && g.HoveredIdPreviousFrame == id)
4136
0
            GetForegroundDrawList()->AddRect(bb.Min, bb.Max, IM_COL32(255, 255, 0, 255));
4137
0
        if (g.DebugItemPickerBreakId == id)
4138
0
            IM_DEBUG_BREAK();
4139
0
    }
4140
4141
0
    if (g.NavDisableMouseHover)
4142
0
        return false;
4143
4144
0
    return true;
4145
0
}
4146
4147
// FIXME: This is inlined/duplicated in ItemAdd()
4148
bool ImGui::IsClippedEx(const ImRect& bb, ImGuiID id)
4149
0
{
4150
0
    ImGuiContext& g = *GImGui;
4151
0
    ImGuiWindow* window = g.CurrentWindow;
4152
0
    if (!bb.Overlaps(window->ClipRect))
4153
0
        if (id == 0 || (id != g.ActiveId && id != g.NavId))
4154
0
            if (!g.LogEnabled)
4155
0
                return true;
4156
0
    return false;
4157
0
}
4158
4159
// This is also inlined in ItemAdd()
4160
// Note: if ImGuiItemStatusFlags_HasDisplayRect is set, user needs to set g.LastItemData.DisplayRect.
4161
void ImGui::SetLastItemData(ImGuiID item_id, ImGuiItemFlags in_flags, ImGuiItemStatusFlags item_flags, const ImRect& item_rect)
4162
0
{
4163
0
    ImGuiContext& g = *GImGui;
4164
0
    g.LastItemData.ID = item_id;
4165
0
    g.LastItemData.InFlags = in_flags;
4166
0
    g.LastItemData.StatusFlags = item_flags;
4167
0
    g.LastItemData.Rect = g.LastItemData.NavRect = item_rect;
4168
0
}
4169
4170
float ImGui::CalcWrapWidthForPos(const ImVec2& pos, float wrap_pos_x)
4171
0
{
4172
0
    if (wrap_pos_x < 0.0f)
4173
0
        return 0.0f;
4174
4175
0
    ImGuiContext& g = *GImGui;
4176
0
    ImGuiWindow* window = g.CurrentWindow;
4177
0
    if (wrap_pos_x == 0.0f)
4178
0
    {
4179
        // We could decide to setup a default wrapping max point for auto-resizing windows,
4180
        // or have auto-wrap (with unspecified wrapping pos) behave as a ContentSize extending function?
4181
        //if (window->Hidden && (window->Flags & ImGuiWindowFlags_AlwaysAutoResize))
4182
        //    wrap_pos_x = ImMax(window->WorkRect.Min.x + g.FontSize * 10.0f, window->WorkRect.Max.x);
4183
        //else
4184
0
        wrap_pos_x = window->WorkRect.Max.x;
4185
0
    }
4186
0
    else if (wrap_pos_x > 0.0f)
4187
0
    {
4188
0
        wrap_pos_x += window->Pos.x - window->Scroll.x; // wrap_pos_x is provided is window local space
4189
0
    }
4190
4191
0
    return ImMax(wrap_pos_x - pos.x, 1.0f);
4192
0
}
4193
4194
// IM_ALLOC() == ImGui::MemAlloc()
4195
void* ImGui::MemAlloc(size_t size)
4196
0
{
4197
0
    if (ImGuiContext* ctx = GImGui)
4198
0
        ctx->IO.MetricsActiveAllocations++;
4199
0
    return (*GImAllocatorAllocFunc)(size, GImAllocatorUserData);
4200
0
}
4201
4202
// IM_FREE() == ImGui::MemFree()
4203
void ImGui::MemFree(void* ptr)
4204
0
{
4205
0
    if (ptr)
4206
0
        if (ImGuiContext* ctx = GImGui)
4207
0
            ctx->IO.MetricsActiveAllocations--;
4208
0
    return (*GImAllocatorFreeFunc)(ptr, GImAllocatorUserData);
4209
0
}
4210
4211
const char* ImGui::GetClipboardText()
4212
0
{
4213
0
    ImGuiContext& g = *GImGui;
4214
0
    return g.IO.GetClipboardTextFn ? g.IO.GetClipboardTextFn(g.IO.ClipboardUserData) : "";
4215
0
}
4216
4217
void ImGui::SetClipboardText(const char* text)
4218
0
{
4219
0
    ImGuiContext& g = *GImGui;
4220
0
    if (g.IO.SetClipboardTextFn)
4221
0
        g.IO.SetClipboardTextFn(g.IO.ClipboardUserData, text);
4222
0
}
4223
4224
const char* ImGui::GetVersion()
4225
0
{
4226
0
    return IMGUI_VERSION;
4227
0
}
4228
4229
ImGuiIO& ImGui::GetIO()
4230
0
{
4231
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4232
0
    return GImGui->IO;
4233
0
}
4234
4235
ImGuiPlatformIO& ImGui::GetPlatformIO()
4236
0
{
4237
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() or ImGui::SetCurrentContext()?");
4238
0
    return GImGui->PlatformIO;
4239
0
}
4240
4241
// Pass this to your backend rendering function! Valid after Render() and until the next call to NewFrame()
4242
ImDrawData* ImGui::GetDrawData()
4243
0
{
4244
0
    ImGuiContext& g = *GImGui;
4245
0
    ImGuiViewportP* viewport = g.Viewports[0];
4246
0
    return viewport->DrawDataP.Valid ? &viewport->DrawDataP : NULL;
4247
0
}
4248
4249
double ImGui::GetTime()
4250
0
{
4251
0
    return GImGui->Time;
4252
0
}
4253
4254
int ImGui::GetFrameCount()
4255
0
{
4256
0
    return GImGui->FrameCount;
4257
0
}
4258
4259
static ImDrawList* GetViewportDrawList(ImGuiViewportP* viewport, size_t drawlist_no, const char* drawlist_name)
4260
0
{
4261
    // Create the draw list on demand, because they are not frequently used for all viewports
4262
0
    ImGuiContext& g = *GImGui;
4263
0
    IM_ASSERT(drawlist_no < IM_ARRAYSIZE(viewport->DrawLists));
4264
0
    ImDrawList* draw_list = viewport->DrawLists[drawlist_no];
4265
0
    if (draw_list == NULL)
4266
0
    {
4267
0
        draw_list = IM_NEW(ImDrawList)(&g.DrawListSharedData);
4268
0
        draw_list->_OwnerName = drawlist_name;
4269
0
        viewport->DrawLists[drawlist_no] = draw_list;
4270
0
    }
4271
4272
    // Our ImDrawList system requires that there is always a command
4273
0
    if (viewport->DrawListsLastFrame[drawlist_no] != g.FrameCount)
4274
0
    {
4275
0
        draw_list->_ResetForNewFrame();
4276
0
        draw_list->PushTextureID(g.IO.Fonts->TexID);
4277
0
        draw_list->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size, false);
4278
0
        viewport->DrawListsLastFrame[drawlist_no] = g.FrameCount;
4279
0
    }
4280
0
    return draw_list;
4281
0
}
4282
4283
ImDrawList* ImGui::GetBackgroundDrawList(ImGuiViewport* viewport)
4284
0
{
4285
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 0, "##Background");
4286
0
}
4287
4288
ImDrawList* ImGui::GetBackgroundDrawList()
4289
0
{
4290
0
    ImGuiContext& g = *GImGui;
4291
0
    return GetBackgroundDrawList(g.CurrentWindow->Viewport);
4292
0
}
4293
4294
ImDrawList* ImGui::GetForegroundDrawList(ImGuiViewport* viewport)
4295
0
{
4296
0
    return GetViewportDrawList((ImGuiViewportP*)viewport, 1, "##Foreground");
4297
0
}
4298
4299
ImDrawList* ImGui::GetForegroundDrawList()
4300
0
{
4301
0
    ImGuiContext& g = *GImGui;
4302
0
    return GetForegroundDrawList(g.CurrentWindow->Viewport);
4303
0
}
4304
4305
ImDrawListSharedData* ImGui::GetDrawListSharedData()
4306
0
{
4307
0
    return &GImGui->DrawListSharedData;
4308
0
}
4309
4310
void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
4311
0
{
4312
    // Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
4313
    // We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
4314
    // This is because we want ActiveId to be set even when the window is not permitted to move.
4315
0
    ImGuiContext& g = *GImGui;
4316
0
    FocusWindow(window);
4317
0
    SetActiveID(window->MoveId, window);
4318
0
    g.NavDisableHighlight = true;
4319
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - window->RootWindowDockTree->Pos;
4320
0
    g.ActiveIdNoClearOnFocusLoss = true;
4321
0
    SetActiveIdUsingAllKeyboardKeys();
4322
4323
0
    bool can_move_window = true;
4324
0
    if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoMove))
4325
0
        can_move_window = false;
4326
0
    if (ImGuiDockNode* node = window->DockNodeAsHost)
4327
0
        if (node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove))
4328
0
            can_move_window = false;
4329
0
    if (can_move_window)
4330
0
        g.MovingWindow = window;
4331
0
}
4332
4333
// We use 'undock_floating_node == false' when dragging from title bar to allow moving groups of floating nodes without undocking them.
4334
// - undock_floating_node == true: when dragging from a floating node within a hierarchy, always undock the node.
4335
// - undock_floating_node == false: when dragging from a floating node within a hierarchy, move root window.
4336
void ImGui::StartMouseMovingWindowOrNode(ImGuiWindow* window, ImGuiDockNode* node, bool undock_floating_node)
4337
0
{
4338
0
    ImGuiContext& g = *GImGui;
4339
0
    bool can_undock_node = false;
4340
0
    if (node != NULL && node->VisibleWindow && (node->VisibleWindow->Flags & ImGuiWindowFlags_NoMove) == 0)
4341
0
    {
4342
        // Can undock if:
4343
        // - part of a floating node hierarchy with more than one visible node (if only one is visible, we'll just move the whole hierarchy)
4344
        // - part of a dockspace node hierarchy (trivia: undocking from a fixed/central node will create a new node and copy windows)
4345
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
4346
0
        if (root_node->OnlyNodeWithWindows != node || root_node->CentralNode != NULL)   // -V1051 PVS-Studio thinks node should be root_node and is wrong about that.
4347
0
            if (undock_floating_node || root_node->IsDockSpace())
4348
0
                can_undock_node = true;
4349
0
    }
4350
4351
0
    const bool clicked = IsMouseClicked(0);
4352
0
    const bool dragging = IsMouseDragging(0, g.IO.MouseDragThreshold * 1.70f);
4353
0
    if (can_undock_node && dragging)
4354
0
        DockContextQueueUndockNode(&g, node); // Will lead to DockNodeStartMouseMovingWindow() -> StartMouseMovingWindow() being called next frame
4355
0
    else if (!can_undock_node && (clicked || dragging) && g.MovingWindow != window)
4356
0
        StartMouseMovingWindow(window);
4357
0
}
4358
4359
// Handle mouse moving window
4360
// Note: moving window with the navigation keys (Square + d-pad / CTRL+TAB + Arrows) are processed in NavUpdateWindowing()
4361
// FIXME: We don't have strong guarantee that g.MovingWindow stay synched with g.ActiveId == g.MovingWindow->MoveId.
4362
// This is currently enforced by the fact that BeginDragDropSource() is setting all g.ActiveIdUsingXXXX flags to inhibit navigation inputs,
4363
// but if we should more thoroughly test cases where g.ActiveId or g.MovingWindow gets changed and not the other.
4364
void ImGui::UpdateMouseMovingWindowNewFrame()
4365
0
{
4366
0
    ImGuiContext& g = *GImGui;
4367
0
    if (g.MovingWindow != NULL)
4368
0
    {
4369
        // We actually want to move the root window. g.MovingWindow == window we clicked on (could be a child window).
4370
        // We track it to preserve Focus and so that generally ActiveIdWindow == MovingWindow and ActiveId == MovingWindow->MoveId for consistency.
4371
0
        KeepAliveID(g.ActiveId);
4372
0
        IM_ASSERT(g.MovingWindow && g.MovingWindow->RootWindowDockTree);
4373
0
        ImGuiWindow* moving_window = g.MovingWindow->RootWindowDockTree;
4374
4375
        // When a window stop being submitted while being dragged, it may will its viewport until next Begin()
4376
0
        const bool window_disappared = ((!moving_window->WasActive && !moving_window->Active) || moving_window->Viewport == NULL);
4377
0
        if (g.IO.MouseDown[0] && IsMousePosValid(&g.IO.MousePos) && !window_disappared)
4378
0
        {
4379
0
            ImVec2 pos = g.IO.MousePos - g.ActiveIdClickOffset;
4380
0
            if (moving_window->Pos.x != pos.x || moving_window->Pos.y != pos.y)
4381
0
            {
4382
0
                SetWindowPos(moving_window, pos, ImGuiCond_Always);
4383
0
                if (moving_window->ViewportOwned) // Synchronize viewport immediately because some overlays may relies on clipping rectangle before we Begin() into the window.
4384
0
                {
4385
0
                    moving_window->Viewport->Pos = pos;
4386
0
                    moving_window->Viewport->UpdateWorkRect();
4387
0
                }
4388
0
            }
4389
0
            FocusWindow(g.MovingWindow);
4390
0
        }
4391
0
        else
4392
0
        {
4393
0
            if (!window_disappared)
4394
0
            {
4395
                // Try to merge the window back into the main viewport.
4396
                // This works because MouseViewport should be != MovingWindow->Viewport on release (as per code in UpdateViewports)
4397
0
                if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
4398
0
                    UpdateTryMergeWindowIntoHostViewport(moving_window, g.MouseViewport);
4399
4400
                // Restore the mouse viewport so that we don't hover the viewport _under_ the moved window during the frame we released the mouse button.
4401
0
                if (!IsDragDropPayloadBeingAccepted())
4402
0
                    g.MouseViewport = moving_window->Viewport;
4403
4404
                // Clear the NoInput window flag set by the Viewport system
4405
0
                moving_window->Viewport->Flags &= ~ImGuiViewportFlags_NoInputs; // FIXME-VIEWPORT: Test engine managed to crash here because Viewport was NULL.
4406
0
            }
4407
4408
0
            g.MovingWindow = NULL;
4409
0
            ClearActiveID();
4410
0
        }
4411
0
    }
4412
0
    else
4413
0
    {
4414
        // When clicking/dragging from a window that has the _NoMove flag, we still set the ActiveId in order to prevent hovering others.
4415
0
        if (g.ActiveIdWindow && g.ActiveIdWindow->MoveId == g.ActiveId)
4416
0
        {
4417
0
            KeepAliveID(g.ActiveId);
4418
0
            if (!g.IO.MouseDown[0])
4419
0
                ClearActiveID();
4420
0
        }
4421
0
    }
4422
0
}
4423
4424
// Initiate moving window when clicking on empty space or title bar.
4425
// Handle left-click and right-click focus.
4426
void ImGui::UpdateMouseMovingWindowEndFrame()
4427
0
{
4428
0
    ImGuiContext& g = *GImGui;
4429
0
    if (g.ActiveId != 0 || g.HoveredId != 0)
4430
0
        return;
4431
4432
    // Unless we just made a window/popup appear
4433
0
    if (g.NavWindow && g.NavWindow->Appearing)
4434
0
        return;
4435
4436
    // Click on empty space to focus window and start moving
4437
    // (after we're done with all our widgets, so e.g. clicking on docking tab-bar which have set HoveredId already and not get us here!)
4438
0
    if (g.IO.MouseClicked[0])
4439
0
    {
4440
        // Handle the edge case of a popup being closed while clicking in its empty space.
4441
        // If we try to focus it, FocusWindow() > ClosePopupsOverWindow() will accidentally close any parent popups because they are not linked together any more.
4442
0
        ImGuiWindow* root_window = g.HoveredWindow ? g.HoveredWindow->RootWindow : NULL;
4443
0
        const bool is_closed_popup = root_window && (root_window->Flags & ImGuiWindowFlags_Popup) && !IsPopupOpen(root_window->PopupId, ImGuiPopupFlags_AnyPopupLevel);
4444
4445
0
        if (root_window != NULL && !is_closed_popup)
4446
0
        {
4447
0
            StartMouseMovingWindow(g.HoveredWindow); //-V595
4448
4449
            // Cancel moving if clicked outside of title bar
4450
0
            if (g.IO.ConfigWindowsMoveFromTitleBarOnly)
4451
0
                if (!(root_window->Flags & ImGuiWindowFlags_NoTitleBar) || root_window->DockIsActive)
4452
0
                    if (!root_window->TitleBarRect().Contains(g.IO.MouseClickedPos[0]))
4453
0
                        g.MovingWindow = NULL;
4454
4455
            // Cancel moving if clicked over an item which was disabled or inhibited by popups (note that we know HoveredId == 0 already)
4456
0
            if (g.HoveredIdDisabled)
4457
0
                g.MovingWindow = NULL;
4458
0
        }
4459
0
        else if (root_window == NULL && g.NavWindow != NULL)
4460
0
        {
4461
            // Clicking on void disable focus
4462
0
            FocusWindow(NULL, ImGuiFocusRequestFlags_UnlessBelowModal);
4463
0
        }
4464
0
    }
4465
4466
    // With right mouse button we close popups without changing focus based on where the mouse is aimed
4467
    // Instead, focus will be restored to the window under the bottom-most closed popup.
4468
    // (The left mouse button path calls FocusWindow on the hovered window, which will lead NewFrame->ClosePopupsOverWindow to trigger)
4469
0
    if (g.IO.MouseClicked[1])
4470
0
    {
4471
        // Find the top-most window between HoveredWindow and the top-most Modal Window.
4472
        // This is where we can trim the popup stack.
4473
0
        ImGuiWindow* modal = GetTopMostPopupModal();
4474
0
        bool hovered_window_above_modal = g.HoveredWindow && (modal == NULL || IsWindowAbove(g.HoveredWindow, modal));
4475
0
        ClosePopupsOverWindow(hovered_window_above_modal ? g.HoveredWindow : modal, true);
4476
0
    }
4477
0
}
4478
4479
// This is called during NewFrame()->UpdateViewportsNewFrame() only.
4480
// Need to keep in sync with SetWindowPos()
4481
static void TranslateWindow(ImGuiWindow* window, const ImVec2& delta)
4482
0
{
4483
0
    window->Pos += delta;
4484
0
    window->ClipRect.Translate(delta);
4485
0
    window->OuterRectClipped.Translate(delta);
4486
0
    window->InnerRect.Translate(delta);
4487
0
    window->DC.CursorPos += delta;
4488
0
    window->DC.CursorStartPos += delta;
4489
0
    window->DC.CursorMaxPos += delta;
4490
0
    window->DC.IdealMaxPos += delta;
4491
0
}
4492
4493
static void ScaleWindow(ImGuiWindow* window, float scale)
4494
0
{
4495
0
    ImVec2 origin = window->Viewport->Pos;
4496
0
    window->Pos = ImFloor((window->Pos - origin) * scale + origin);
4497
0
    window->Size = ImFloor(window->Size * scale);
4498
0
    window->SizeFull = ImFloor(window->SizeFull * scale);
4499
0
    window->ContentSize = ImFloor(window->ContentSize * scale);
4500
0
}
4501
4502
static bool IsWindowActiveAndVisible(ImGuiWindow* window)
4503
0
{
4504
0
    return (window->Active) && (!window->Hidden);
4505
0
}
4506
4507
// The reason this is exposed in imgui_internal.h is: on touch-based system that don't have hovering, we want to dispatch inputs to the right target (imgui vs imgui+app)
4508
void ImGui::UpdateHoveredWindowAndCaptureFlags()
4509
0
{
4510
0
    ImGuiContext& g = *GImGui;
4511
0
    ImGuiIO& io = g.IO;
4512
0
    g.WindowsHoverPadding = ImMax(g.Style.TouchExtraPadding, ImVec2(WINDOWS_HOVER_PADDING, WINDOWS_HOVER_PADDING));
4513
4514
    // Find the window hovered by mouse:
4515
    // - Child windows can extend beyond the limit of their parent so we need to derive HoveredRootWindow from HoveredWindow.
4516
    // - When moving a window we can skip the search, which also conveniently bypasses the fact that window->WindowRectClipped is lagging as this point of the frame.
4517
    // - We also support the moved window toggling the NoInputs flag after moving has started in order to be able to detect windows below it, which is useful for e.g. docking mechanisms.
4518
0
    bool clear_hovered_windows = false;
4519
0
    FindHoveredWindow();
4520
0
    IM_ASSERT(g.HoveredWindow == NULL || g.HoveredWindow == g.MovingWindow || g.HoveredWindow->Viewport == g.MouseViewport);
4521
4522
    // Modal windows prevents mouse from hovering behind them.
4523
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
4524
0
    if (modal_window && g.HoveredWindow && !IsWindowWithinBeginStackOf(g.HoveredWindow->RootWindow, modal_window)) // FIXME-MERGE: RootWindowDockTree ?
4525
0
        clear_hovered_windows = true;
4526
4527
    // Disabled mouse?
4528
0
    if (io.ConfigFlags & ImGuiConfigFlags_NoMouse)
4529
0
        clear_hovered_windows = true;
4530
4531
    // We track click ownership. When clicked outside of a window the click is owned by the application and
4532
    // won't report hovering nor request capture even while dragging over our windows afterward.
4533
0
    const bool has_open_popup = (g.OpenPopupStack.Size > 0);
4534
0
    const bool has_open_modal = (modal_window != NULL);
4535
0
    int mouse_earliest_down = -1;
4536
0
    bool mouse_any_down = false;
4537
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
4538
0
    {
4539
0
        if (io.MouseClicked[i])
4540
0
        {
4541
0
            io.MouseDownOwned[i] = (g.HoveredWindow != NULL) || has_open_popup;
4542
0
            io.MouseDownOwnedUnlessPopupClose[i] = (g.HoveredWindow != NULL) || has_open_modal;
4543
0
        }
4544
0
        mouse_any_down |= io.MouseDown[i];
4545
0
        if (io.MouseDown[i])
4546
0
            if (mouse_earliest_down == -1 || io.MouseClickedTime[i] < io.MouseClickedTime[mouse_earliest_down])
4547
0
                mouse_earliest_down = i;
4548
0
    }
4549
0
    const bool mouse_avail = (mouse_earliest_down == -1) || io.MouseDownOwned[mouse_earliest_down];
4550
0
    const bool mouse_avail_unless_popup_close = (mouse_earliest_down == -1) || io.MouseDownOwnedUnlessPopupClose[mouse_earliest_down];
4551
4552
    // If mouse was first clicked outside of ImGui bounds we also cancel out hovering.
4553
    // FIXME: For patterns of drag and drop across OS windows, we may need to rework/remove this test (first committed 311c0ca9 on 2015/02)
4554
0
    const bool mouse_dragging_extern_payload = g.DragDropActive && (g.DragDropSourceFlags & ImGuiDragDropFlags_SourceExtern) != 0;
4555
0
    if (!mouse_avail && !mouse_dragging_extern_payload)
4556
0
        clear_hovered_windows = true;
4557
4558
0
    if (clear_hovered_windows)
4559
0
        g.HoveredWindow = g.HoveredWindowUnderMovingWindow = NULL;
4560
4561
    // Update io.WantCaptureMouse for the user application (true = dispatch mouse info to Dear ImGui only, false = dispatch mouse to Dear ImGui + underlying app)
4562
    // Update io.WantCaptureMouseAllowPopupClose (experimental) to give a chance for app to react to popup closure with a drag
4563
0
    if (g.WantCaptureMouseNextFrame != -1)
4564
0
    {
4565
0
        io.WantCaptureMouse = io.WantCaptureMouseUnlessPopupClose = (g.WantCaptureMouseNextFrame != 0);
4566
0
    }
4567
0
    else
4568
0
    {
4569
0
        io.WantCaptureMouse = (mouse_avail && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_popup;
4570
0
        io.WantCaptureMouseUnlessPopupClose = (mouse_avail_unless_popup_close && (g.HoveredWindow != NULL || mouse_any_down)) || has_open_modal;
4571
0
    }
4572
4573
    // Update io.WantCaptureKeyboard for the user application (true = dispatch keyboard info to Dear ImGui only, false = dispatch keyboard info to Dear ImGui + underlying app)
4574
0
    if (g.WantCaptureKeyboardNextFrame != -1)
4575
0
        io.WantCaptureKeyboard = (g.WantCaptureKeyboardNextFrame != 0);
4576
0
    else
4577
0
        io.WantCaptureKeyboard = (g.ActiveId != 0) || (modal_window != NULL);
4578
0
    if (io.NavActive && (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && !(io.ConfigFlags & ImGuiConfigFlags_NavNoCaptureKeyboard))
4579
0
        io.WantCaptureKeyboard = true;
4580
4581
    // Update io.WantTextInput flag, this is to allow systems without a keyboard (e.g. mobile, hand-held) to show a software keyboard if possible
4582
0
    io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
4583
0
}
4584
4585
void ImGui::NewFrame()
4586
0
{
4587
0
    IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
4588
0
    ImGuiContext& g = *GImGui;
4589
4590
    // Remove pending delete hooks before frame start.
4591
    // This deferred removal avoid issues of removal while iterating the hook vector
4592
0
    for (int n = g.Hooks.Size - 1; n >= 0; n--)
4593
0
        if (g.Hooks[n].Type == ImGuiContextHookType_PendingRemoval_)
4594
0
            g.Hooks.erase(&g.Hooks[n]);
4595
4596
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePre);
4597
4598
    // Check and assert for various common IO and Configuration mistakes
4599
0
    g.ConfigFlagsLastFrame = g.ConfigFlagsCurrFrame;
4600
0
    ErrorCheckNewFrameSanityChecks();
4601
0
    g.ConfigFlagsCurrFrame = g.IO.ConfigFlags;
4602
4603
    // Load settings on first frame, save settings when modified (after a delay)
4604
0
    UpdateSettings();
4605
4606
0
    g.Time += g.IO.DeltaTime;
4607
0
    g.WithinFrameScope = true;
4608
0
    g.FrameCount += 1;
4609
0
    g.TooltipOverrideCount = 0;
4610
0
    g.WindowsActiveCount = 0;
4611
0
    g.MenusIdSubmittedThisFrame.resize(0);
4612
4613
    // Calculate frame-rate for the user, as a purely luxurious feature
4614
0
    g.FramerateSecPerFrameAccum += g.IO.DeltaTime - g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx];
4615
0
    g.FramerateSecPerFrame[g.FramerateSecPerFrameIdx] = g.IO.DeltaTime;
4616
0
    g.FramerateSecPerFrameIdx = (g.FramerateSecPerFrameIdx + 1) % IM_ARRAYSIZE(g.FramerateSecPerFrame);
4617
0
    g.FramerateSecPerFrameCount = ImMin(g.FramerateSecPerFrameCount + 1, IM_ARRAYSIZE(g.FramerateSecPerFrame));
4618
0
    g.IO.Framerate = (g.FramerateSecPerFrameAccum > 0.0f) ? (1.0f / (g.FramerateSecPerFrameAccum / (float)g.FramerateSecPerFrameCount)) : FLT_MAX;
4619
4620
    // Process input queue (trickle as many events as possible), turn events into writes to IO structure
4621
0
    g.InputEventsTrail.resize(0);
4622
0
    UpdateInputEvents(g.IO.ConfigInputTrickleEventQueue);
4623
4624
    // Update viewports (after processing input queue, so io.MouseHoveredViewport is set)
4625
0
    UpdateViewportsNewFrame();
4626
4627
    // Setup current font and draw list shared data
4628
    // FIXME-VIEWPORT: the concept of a single ClipRectFullscreen is not ideal!
4629
0
    g.IO.Fonts->Locked = true;
4630
0
    SetCurrentFont(GetDefaultFont());
4631
0
    IM_ASSERT(g.Font->IsLoaded());
4632
0
    ImRect virtual_space(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
4633
0
    for (int n = 0; n < g.Viewports.Size; n++)
4634
0
        virtual_space.Add(g.Viewports[n]->GetMainRect());
4635
0
    g.DrawListSharedData.ClipRectFullscreen = virtual_space.ToVec4();
4636
0
    g.DrawListSharedData.CurveTessellationTol = g.Style.CurveTessellationTol;
4637
0
    g.DrawListSharedData.SetCircleTessellationMaxError(g.Style.CircleTessellationMaxError);
4638
0
    g.DrawListSharedData.InitialFlags = ImDrawListFlags_None;
4639
0
    if (g.Style.AntiAliasedLines)
4640
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLines;
4641
0
    if (g.Style.AntiAliasedLinesUseTex && !(g.Font->ContainerAtlas->Flags & ImFontAtlasFlags_NoBakedLines))
4642
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedLinesUseTex;
4643
0
    if (g.Style.AntiAliasedFill)
4644
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AntiAliasedFill;
4645
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset)
4646
0
        g.DrawListSharedData.InitialFlags |= ImDrawListFlags_AllowVtxOffset;
4647
4648
    // Mark rendering data as invalid to prevent user who may have a handle on it to use it.
4649
0
    for (int n = 0; n < g.Viewports.Size; n++)
4650
0
    {
4651
0
        ImGuiViewportP* viewport = g.Viewports[n];
4652
0
        viewport->DrawData = NULL;
4653
0
        viewport->DrawDataP.Clear();
4654
0
    }
4655
4656
    // Drag and drop keep the source ID alive so even if the source disappear our state is consistent
4657
0
    if (g.DragDropActive && g.DragDropPayload.SourceId == g.ActiveId)
4658
0
        KeepAliveID(g.DragDropPayload.SourceId);
4659
4660
    // Update HoveredId data
4661
0
    if (!g.HoveredIdPreviousFrame)
4662
0
        g.HoveredIdTimer = 0.0f;
4663
0
    if (!g.HoveredIdPreviousFrame || (g.HoveredId && g.ActiveId == g.HoveredId))
4664
0
        g.HoveredIdNotActiveTimer = 0.0f;
4665
0
    if (g.HoveredId)
4666
0
        g.HoveredIdTimer += g.IO.DeltaTime;
4667
0
    if (g.HoveredId && g.ActiveId != g.HoveredId)
4668
0
        g.HoveredIdNotActiveTimer += g.IO.DeltaTime;
4669
0
    g.HoveredIdPreviousFrame = g.HoveredId;
4670
0
    g.HoveredId = 0;
4671
0
    g.HoveredIdAllowOverlap = false;
4672
0
    g.HoveredIdDisabled = false;
4673
4674
    // Clear ActiveID if the item is not alive anymore.
4675
    // In 1.87, the common most call to KeepAliveID() was moved from GetID() to ItemAdd().
4676
    // As a result, custom widget using ButtonBehavior() _without_ ItemAdd() need to call KeepAliveID() themselves.
4677
0
    if (g.ActiveId != 0 && g.ActiveIdIsAlive != g.ActiveId && g.ActiveIdPreviousFrame == g.ActiveId)
4678
0
    {
4679
0
        IMGUI_DEBUG_LOG_ACTIVEID("NewFrame(): ClearActiveID() because it isn't marked alive anymore!\n");
4680
0
        ClearActiveID();
4681
0
    }
4682
4683
    // Update ActiveId data (clear reference to active widget if the widget isn't alive anymore)
4684
0
    if (g.ActiveId)
4685
0
        g.ActiveIdTimer += g.IO.DeltaTime;
4686
0
    g.LastActiveIdTimer += g.IO.DeltaTime;
4687
0
    g.ActiveIdPreviousFrame = g.ActiveId;
4688
0
    g.ActiveIdPreviousFrameWindow = g.ActiveIdWindow;
4689
0
    g.ActiveIdPreviousFrameHasBeenEditedBefore = g.ActiveIdHasBeenEditedBefore;
4690
0
    g.ActiveIdIsAlive = 0;
4691
0
    g.ActiveIdHasBeenEditedThisFrame = false;
4692
0
    g.ActiveIdPreviousFrameIsAlive = false;
4693
0
    g.ActiveIdIsJustActivated = false;
4694
0
    if (g.TempInputId != 0 && g.ActiveId != g.TempInputId)
4695
0
        g.TempInputId = 0;
4696
0
    if (g.ActiveId == 0)
4697
0
    {
4698
0
        g.ActiveIdUsingNavDirMask = 0x00;
4699
0
        g.ActiveIdUsingAllKeyboardKeys = false;
4700
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4701
        g.ActiveIdUsingNavInputMask = 0x00;
4702
#endif
4703
0
    }
4704
4705
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
4706
    if (g.ActiveId == 0)
4707
        g.ActiveIdUsingNavInputMask = 0;
4708
    else if (g.ActiveIdUsingNavInputMask != 0)
4709
    {
4710
        // If your custom widget code used:                 { g.ActiveIdUsingNavInputMask |= (1 << ImGuiNavInput_Cancel); }
4711
        // Since IMGUI_VERSION_NUM >= 18804 it should be:   { SetKeyOwner(ImGuiKey_Escape, g.ActiveId); SetKeyOwner(ImGuiKey_NavGamepadCancel, g.ActiveId); }
4712
        if (g.ActiveIdUsingNavInputMask & (1 << ImGuiNavInput_Cancel))
4713
            SetKeyOwner(ImGuiKey_Escape, g.ActiveId);
4714
        if (g.ActiveIdUsingNavInputMask & ~(1 << ImGuiNavInput_Cancel))
4715
            IM_ASSERT(0); // Other values unsupported
4716
    }
4717
#endif
4718
4719
    // Update hover delay for IsItemHovered() with delays and tooltips
4720
0
    g.HoverDelayIdPreviousFrame = g.HoverDelayId;
4721
0
    if (g.HoverDelayId != 0)
4722
0
    {
4723
        //if (g.IO.MouseDelta.x == 0.0f && g.IO.MouseDelta.y == 0.0f) // Need design/flags
4724
0
        g.HoverDelayTimer += g.IO.DeltaTime;
4725
0
        g.HoverDelayClearTimer = 0.0f;
4726
0
        g.HoverDelayId = 0;
4727
0
    }
4728
0
    else if (g.HoverDelayTimer > 0.0f)
4729
0
    {
4730
        // This gives a little bit of leeway before clearing the hover timer, allowing mouse to cross gaps
4731
0
        g.HoverDelayClearTimer += g.IO.DeltaTime;
4732
0
        if (g.HoverDelayClearTimer >= ImMax(0.20f, g.IO.DeltaTime * 2.0f)) // ~6 frames at 30 Hz + allow for low framerate
4733
0
            g.HoverDelayTimer = g.HoverDelayClearTimer = 0.0f; // May want a decaying timer, in which case need to clamp at max first, based on max of caller last requested timer.
4734
0
    }
4735
4736
    // Drag and drop
4737
0
    g.DragDropAcceptIdPrev = g.DragDropAcceptIdCurr;
4738
0
    g.DragDropAcceptIdCurr = 0;
4739
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
4740
0
    g.DragDropWithinSource = false;
4741
0
    g.DragDropWithinTarget = false;
4742
0
    g.DragDropHoldJustPressedId = 0;
4743
4744
    // Close popups on focus lost (currently wip/opt-in)
4745
    //if (g.IO.AppFocusLost)
4746
    //    ClosePopupsExceptModals();
4747
4748
    // Update keyboard input state
4749
0
    UpdateKeyboardInputs();
4750
4751
    //IM_ASSERT(g.IO.KeyCtrl == IsKeyDown(ImGuiKey_LeftCtrl) || IsKeyDown(ImGuiKey_RightCtrl));
4752
    //IM_ASSERT(g.IO.KeyShift == IsKeyDown(ImGuiKey_LeftShift) || IsKeyDown(ImGuiKey_RightShift));
4753
    //IM_ASSERT(g.IO.KeyAlt == IsKeyDown(ImGuiKey_LeftAlt) || IsKeyDown(ImGuiKey_RightAlt));
4754
    //IM_ASSERT(g.IO.KeySuper == IsKeyDown(ImGuiKey_LeftSuper) || IsKeyDown(ImGuiKey_RightSuper));
4755
4756
    // Update gamepad/keyboard navigation
4757
0
    NavUpdate();
4758
4759
    // Update mouse input state
4760
0
    UpdateMouseInputs();
4761
4762
    // Undocking
4763
    // (needs to be before UpdateMouseMovingWindowNewFrame so the window is already offset and following the mouse on the detaching frame)
4764
0
    DockContextNewFrameUpdateUndocking(&g);
4765
4766
    // Find hovered window
4767
    // (needs to be before UpdateMouseMovingWindowNewFrame so we fill g.HoveredWindowUnderMovingWindow on the mouse release frame)
4768
0
    UpdateHoveredWindowAndCaptureFlags();
4769
4770
    // Handle user moving window with mouse (at the beginning of the frame to avoid input lag or sheering)
4771
0
    UpdateMouseMovingWindowNewFrame();
4772
4773
    // Background darkening/whitening
4774
0
    if (GetTopMostPopupModal() != NULL || (g.NavWindowingTarget != NULL && g.NavWindowingHighlightAlpha > 0.0f))
4775
0
        g.DimBgRatio = ImMin(g.DimBgRatio + g.IO.DeltaTime * 6.0f, 1.0f);
4776
0
    else
4777
0
        g.DimBgRatio = ImMax(g.DimBgRatio - g.IO.DeltaTime * 10.0f, 0.0f);
4778
4779
0
    g.MouseCursor = ImGuiMouseCursor_Arrow;
4780
0
    g.WantCaptureMouseNextFrame = g.WantCaptureKeyboardNextFrame = g.WantTextInputNextFrame = -1;
4781
4782
    // Platform IME data: reset for the frame
4783
0
    g.PlatformImeDataPrev = g.PlatformImeData;
4784
0
    g.PlatformImeData.WantVisible = false;
4785
4786
    // Mouse wheel scrolling, scale
4787
0
    UpdateMouseWheel();
4788
4789
    // Mark all windows as not visible and compact unused memory.
4790
0
    IM_ASSERT(g.WindowsFocusOrder.Size <= g.Windows.Size);
4791
0
    const float memory_compact_start_time = (g.GcCompactAll || g.IO.ConfigMemoryCompactTimer < 0.0f) ? FLT_MAX : (float)g.Time - g.IO.ConfigMemoryCompactTimer;
4792
0
    for (int i = 0; i != g.Windows.Size; i++)
4793
0
    {
4794
0
        ImGuiWindow* window = g.Windows[i];
4795
0
        window->WasActive = window->Active;
4796
0
        window->Active = false;
4797
0
        window->WriteAccessed = false;
4798
0
        window->BeginCountPreviousFrame = window->BeginCount;
4799
0
        window->BeginCount = 0;
4800
4801
        // Garbage collect transient buffers of recently unused windows
4802
0
        if (!window->WasActive && !window->MemoryCompacted && window->LastTimeActive < memory_compact_start_time)
4803
0
            GcCompactTransientWindowBuffers(window);
4804
0
    }
4805
4806
    // Garbage collect transient buffers of recently unused tables
4807
0
    for (int i = 0; i < g.TablesLastTimeActive.Size; i++)
4808
0
        if (g.TablesLastTimeActive[i] >= 0.0f && g.TablesLastTimeActive[i] < memory_compact_start_time)
4809
0
            TableGcCompactTransientBuffers(g.Tables.GetByIndex(i));
4810
0
    for (int i = 0; i < g.TablesTempData.Size; i++)
4811
0
        if (g.TablesTempData[i].LastTimeActive >= 0.0f && g.TablesTempData[i].LastTimeActive < memory_compact_start_time)
4812
0
            TableGcCompactTransientBuffers(&g.TablesTempData[i]);
4813
0
    if (g.GcCompactAll)
4814
0
        GcCompactTransientMiscBuffers();
4815
0
    g.GcCompactAll = false;
4816
4817
    // Closing the focused window restore focus to the first active root window in descending z-order
4818
0
    if (g.NavWindow && !g.NavWindow->WasActive)
4819
0
        FocusTopMostWindowUnderOne(NULL, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild);
4820
4821
    // No window should be open at the beginning of the frame.
4822
    // But in order to allow the user to call NewFrame() multiple times without calling Render(), we are doing an explicit clear.
4823
0
    g.CurrentWindowStack.resize(0);
4824
0
    g.BeginPopupStack.resize(0);
4825
0
    g.ItemFlagsStack.resize(0);
4826
0
    g.ItemFlagsStack.push_back(ImGuiItemFlags_None);
4827
0
    g.GroupStack.resize(0);
4828
4829
    // Docking
4830
0
    DockContextNewFrameUpdateDocking(&g);
4831
4832
    // [DEBUG] Update debug features
4833
0
    UpdateDebugToolItemPicker();
4834
0
    UpdateDebugToolStackQueries();
4835
0
    if (g.DebugLocateFrames > 0 && --g.DebugLocateFrames == 0)
4836
0
        g.DebugLocateId = 0;
4837
0
    if (g.DebugLogClipperAutoDisableFrames > 0 && --g.DebugLogClipperAutoDisableFrames == 0)
4838
0
    {
4839
0
        DebugLog("(Auto-disabled ImGuiDebugLogFlags_EventClipper to avoid spamming)\n");
4840
0
        g.DebugLogFlags &= ~ImGuiDebugLogFlags_EventClipper;
4841
0
    }
4842
4843
    // Create implicit/fallback window - which we will only render it if the user has added something to it.
4844
    // We don't use "Debug" to avoid colliding with user trying to create a "Debug" window with custom flags.
4845
    // This fallback is particularly important as it prevents ImGui:: calls from crashing.
4846
0
    g.WithinFrameScopeWithImplicitWindow = true;
4847
0
    SetNextWindowSize(ImVec2(400, 400), ImGuiCond_FirstUseEver);
4848
0
    Begin("Debug##Default");
4849
0
    IM_ASSERT(g.CurrentWindow->IsFallbackWindow == true);
4850
4851
    // [DEBUG] When io.ConfigDebugBeginReturnValue is set, we make Begin()/BeginChild() return false at different level of the window-stack,
4852
    // allowing to validate correct Begin/End behavior in user code.
4853
0
    if (g.IO.ConfigDebugBeginReturnValueLoop)
4854
0
        g.DebugBeginReturnValueCullDepth = (g.DebugBeginReturnValueCullDepth == -1) ? 0 : ((g.DebugBeginReturnValueCullDepth + ((g.FrameCount % 4) == 0 ? 1 : 0)) % 10);
4855
0
    else
4856
0
        g.DebugBeginReturnValueCullDepth = -1;
4857
4858
0
    CallContextHooks(&g, ImGuiContextHookType_NewFramePost);
4859
0
}
4860
4861
// FIXME: Add a more explicit sort order in the window structure.
4862
static int IMGUI_CDECL ChildWindowComparer(const void* lhs, const void* rhs)
4863
0
{
4864
0
    const ImGuiWindow* const a = *(const ImGuiWindow* const *)lhs;
4865
0
    const ImGuiWindow* const b = *(const ImGuiWindow* const *)rhs;
4866
0
    if (int d = (a->Flags & ImGuiWindowFlags_Popup) - (b->Flags & ImGuiWindowFlags_Popup))
4867
0
        return d;
4868
0
    if (int d = (a->Flags & ImGuiWindowFlags_Tooltip) - (b->Flags & ImGuiWindowFlags_Tooltip))
4869
0
        return d;
4870
0
    return (a->BeginOrderWithinParent - b->BeginOrderWithinParent);
4871
0
}
4872
4873
static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window)
4874
0
{
4875
0
    out_sorted_windows->push_back(window);
4876
0
    if (window->Active)
4877
0
    {
4878
0
        int count = window->DC.ChildWindows.Size;
4879
0
        ImQsort(window->DC.ChildWindows.Data, (size_t)count, sizeof(ImGuiWindow*), ChildWindowComparer);
4880
0
        for (int i = 0; i < count; i++)
4881
0
        {
4882
0
            ImGuiWindow* child = window->DC.ChildWindows[i];
4883
0
            if (child->Active)
4884
0
                AddWindowToSortBuffer(out_sorted_windows, child);
4885
0
        }
4886
0
    }
4887
0
}
4888
4889
static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list)
4890
0
{
4891
0
    if (draw_list->CmdBuffer.Size == 0)
4892
0
        return;
4893
0
    if (draw_list->CmdBuffer.Size == 1 && draw_list->CmdBuffer[0].ElemCount == 0 && draw_list->CmdBuffer[0].UserCallback == NULL)
4894
0
        return;
4895
4896
    // Draw list sanity check. Detect mismatch between PrimReserve() calls and incrementing _VtxCurrentIdx, _VtxWritePtr etc.
4897
    // May trigger for you if you are using PrimXXX functions incorrectly.
4898
0
    IM_ASSERT(draw_list->VtxBuffer.Size == 0 || draw_list->_VtxWritePtr == draw_list->VtxBuffer.Data + draw_list->VtxBuffer.Size);
4899
0
    IM_ASSERT(draw_list->IdxBuffer.Size == 0 || draw_list->_IdxWritePtr == draw_list->IdxBuffer.Data + draw_list->IdxBuffer.Size);
4900
0
    if (!(draw_list->Flags & ImDrawListFlags_AllowVtxOffset))
4901
0
        IM_ASSERT((int)draw_list->_VtxCurrentIdx == draw_list->VtxBuffer.Size);
4902
4903
    // Check that draw_list doesn't use more vertices than indexable (default ImDrawIdx = unsigned short = 2 bytes = 64K vertices per ImDrawList = per window)
4904
    // If this assert triggers because you are drawing lots of stuff manually:
4905
    // - First, make sure you are coarse clipping yourself and not trying to draw many things outside visible bounds.
4906
    //   Be mindful that the ImDrawList API doesn't filter vertices. Use the Metrics/Debugger window to inspect draw list contents.
4907
    // - If you want large meshes with more than 64K vertices, you can either:
4908
    //   (A) Handle the ImDrawCmd::VtxOffset value in your renderer backend, and set 'io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset'.
4909
    //       Most example backends already support this from 1.71. Pre-1.71 backends won't.
4910
    //       Some graphics API such as GL ES 1/2 don't have a way to offset the starting vertex so it is not supported for them.
4911
    //   (B) Or handle 32-bit indices in your renderer backend, and uncomment '#define ImDrawIdx unsigned int' line in imconfig.h.
4912
    //       Most example backends already support this. For example, the OpenGL example code detect index size at compile-time:
4913
    //         glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer_offset);
4914
    //       Your own engine or render API may use different parameters or function calls to specify index sizes.
4915
    //       2 and 4 bytes indices are generally supported by most graphics API.
4916
    // - If for some reason neither of those solutions works for you, a workaround is to call BeginChild()/EndChild() before reaching
4917
    //   the 64K limit to split your draw commands in multiple draw lists.
4918
0
    if (sizeof(ImDrawIdx) == 2)
4919
0
        IM_ASSERT(draw_list->_VtxCurrentIdx < (1 << 16) && "Too many vertices in ImDrawList using 16-bit indices. Read comment above");
4920
4921
0
    out_list->push_back(draw_list);
4922
0
}
4923
4924
static void AddWindowToDrawData(ImGuiWindow* window, int layer)
4925
0
{
4926
0
    ImGuiContext& g = *GImGui;
4927
0
    ImGuiViewportP* viewport = window->Viewport;
4928
0
    g.IO.MetricsRenderWindows++;
4929
0
    if (window->Flags & ImGuiWindowFlags_DockNodeHost)
4930
0
        window->DrawList->ChannelsMerge();
4931
0
    AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[layer], window->DrawList);
4932
0
    for (int i = 0; i < window->DC.ChildWindows.Size; i++)
4933
0
    {
4934
0
        ImGuiWindow* child = window->DC.ChildWindows[i];
4935
0
        if (IsWindowActiveAndVisible(child)) // Clipped children may have been marked not active
4936
0
            AddWindowToDrawData(child, layer);
4937
0
    }
4938
0
}
4939
4940
static inline int GetWindowDisplayLayer(ImGuiWindow* window)
4941
0
{
4942
0
    return (window->Flags & ImGuiWindowFlags_Tooltip) ? 1 : 0;
4943
0
}
4944
4945
// Layer is locked for the root window, however child windows may use a different viewport (e.g. extruding menu)
4946
static inline void AddRootWindowToDrawData(ImGuiWindow* window)
4947
0
{
4948
0
    AddWindowToDrawData(window, GetWindowDisplayLayer(window));
4949
0
}
4950
4951
void ImDrawDataBuilder::FlattenIntoSingleLayer()
4952
0
{
4953
0
    int n = Layers[0].Size;
4954
0
    int size = n;
4955
0
    for (int i = 1; i < IM_ARRAYSIZE(Layers); i++)
4956
0
        size += Layers[i].Size;
4957
0
    Layers[0].resize(size);
4958
0
    for (int layer_n = 1; layer_n < IM_ARRAYSIZE(Layers); layer_n++)
4959
0
    {
4960
0
        ImVector<ImDrawList*>& layer = Layers[layer_n];
4961
0
        if (layer.empty())
4962
0
            continue;
4963
0
        memcpy(&Layers[0][n], &layer[0], layer.Size * sizeof(ImDrawList*));
4964
0
        n += layer.Size;
4965
0
        layer.resize(0);
4966
0
    }
4967
0
}
4968
4969
static void SetupViewportDrawData(ImGuiViewportP* viewport, ImVector<ImDrawList*>* draw_lists)
4970
0
{
4971
    // When minimized, we report draw_data->DisplaySize as zero to be consistent with non-viewport mode,
4972
    // and to allow applications/backends to easily skip rendering.
4973
    // FIXME: Note that we however do NOT attempt to report "zero drawlist / vertices" into the ImDrawData structure.
4974
    // This is because the work has been done already, and its wasted! We should fix that and add optimizations for
4975
    // it earlier in the pipeline, rather than pretend to hide the data at the end of the pipeline.
4976
0
    const bool is_minimized = (viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0;
4977
4978
0
    ImGuiIO& io = ImGui::GetIO();
4979
0
    ImDrawData* draw_data = &viewport->DrawDataP;
4980
0
    viewport->DrawData = draw_data; // Make publicly accessible
4981
0
    draw_data->Valid = true;
4982
0
    draw_data->CmdLists = (draw_lists->Size > 0) ? draw_lists->Data : NULL;
4983
0
    draw_data->CmdListsCount = draw_lists->Size;
4984
0
    draw_data->TotalVtxCount = draw_data->TotalIdxCount = 0;
4985
0
    draw_data->DisplayPos = viewport->Pos;
4986
0
    draw_data->DisplaySize = is_minimized ? ImVec2(0.0f, 0.0f) : viewport->Size;
4987
0
    draw_data->FramebufferScale = io.DisplayFramebufferScale; // FIXME-VIEWPORT: This may vary on a per-monitor/viewport basis?
4988
0
    draw_data->OwnerViewport = viewport;
4989
0
    for (int n = 0; n < draw_lists->Size; n++)
4990
0
    {
4991
0
        ImDrawList* draw_list = draw_lists->Data[n];
4992
0
        draw_list->_PopUnusedDrawCmd();
4993
0
        draw_data->TotalVtxCount += draw_list->VtxBuffer.Size;
4994
0
        draw_data->TotalIdxCount += draw_list->IdxBuffer.Size;
4995
0
    }
4996
0
}
4997
4998
// Push a clipping rectangle for both ImGui logic (hit-testing etc.) and low-level ImDrawList rendering.
4999
// - When using this function it is sane to ensure that float are perfectly rounded to integer values,
5000
//   so that e.g. (int)(max.x-min.x) in user's render produce correct result.
5001
// - If the code here changes, may need to update code of functions like NextColumn() and PushColumnClipRect():
5002
//   some frequently called functions which to modify both channels and clipping simultaneously tend to use the
5003
//   more specialized SetWindowClipRectBeforeSetChannel() to avoid extraneous updates of underlying ImDrawCmds.
5004
void ImGui::PushClipRect(const ImVec2& clip_rect_min, const ImVec2& clip_rect_max, bool intersect_with_current_clip_rect)
5005
0
{
5006
0
    ImGuiWindow* window = GetCurrentWindow();
5007
0
    window->DrawList->PushClipRect(clip_rect_min, clip_rect_max, intersect_with_current_clip_rect);
5008
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5009
0
}
5010
5011
void ImGui::PopClipRect()
5012
0
{
5013
0
    ImGuiWindow* window = GetCurrentWindow();
5014
0
    window->DrawList->PopClipRect();
5015
0
    window->ClipRect = window->DrawList->_ClipRectStack.back();
5016
0
}
5017
5018
static ImGuiWindow* FindFrontMostVisibleChildWindow(ImGuiWindow* window)
5019
0
{
5020
0
    for (int n = window->DC.ChildWindows.Size - 1; n >= 0; n--)
5021
0
        if (IsWindowActiveAndVisible(window->DC.ChildWindows[n]))
5022
0
            return FindFrontMostVisibleChildWindow(window->DC.ChildWindows[n]);
5023
0
    return window;
5024
0
}
5025
5026
static void ImGui::RenderDimmedBackgroundBehindWindow(ImGuiWindow* window, ImU32 col)
5027
0
{
5028
0
    if ((col & IM_COL32_A_MASK) == 0)
5029
0
        return;
5030
5031
0
    ImGuiViewportP* viewport = window->Viewport;
5032
0
    ImRect viewport_rect = viewport->GetMainRect();
5033
5034
    // Draw behind window by moving the draw command at the FRONT of the draw list
5035
0
    {
5036
        // We've already called AddWindowToDrawData() which called DrawList->ChannelsMerge() on DockNodeHost windows,
5037
        // and draw list have been trimmed already, hence the explicit recreation of a draw command if missing.
5038
        // FIXME: This is creating complication, might be simpler if we could inject a drawlist in drawdata at a given position and not attempt to manipulate ImDrawCmd order.
5039
0
        ImDrawList* draw_list = window->RootWindowDockTree->DrawList;
5040
0
        if (draw_list->CmdBuffer.Size == 0)
5041
0
            draw_list->AddDrawCmd();
5042
0
        draw_list->PushClipRect(viewport_rect.Min - ImVec2(1, 1), viewport_rect.Max + ImVec2(1, 1), false); // Ensure ImDrawCmd are not merged
5043
0
        draw_list->AddRectFilled(viewport_rect.Min, viewport_rect.Max, col);
5044
0
        ImDrawCmd cmd = draw_list->CmdBuffer.back();
5045
0
        IM_ASSERT(cmd.ElemCount == 6);
5046
0
        draw_list->CmdBuffer.pop_back();
5047
0
        draw_list->CmdBuffer.push_front(cmd);
5048
0
        draw_list->PopClipRect();
5049
0
        draw_list->AddDrawCmd(); // We need to create a command as CmdBuffer.back().IdxOffset won't be correct if we append to same command.
5050
0
    }
5051
5052
    // Draw over sibling docking nodes in a same docking tree
5053
0
    if (window->RootWindow->DockIsActive)
5054
0
    {
5055
0
        ImDrawList* draw_list = FindFrontMostVisibleChildWindow(window->RootWindowDockTree)->DrawList;
5056
0
        if (draw_list->CmdBuffer.Size == 0)
5057
0
            draw_list->AddDrawCmd();
5058
0
        draw_list->PushClipRect(viewport_rect.Min, viewport_rect.Max, false);
5059
0
        RenderRectFilledWithHole(draw_list, window->RootWindowDockTree->Rect(), window->RootWindow->Rect(), col, 0.0f);// window->RootWindowDockTree->WindowRounding);
5060
0
        draw_list->PopClipRect();
5061
0
    }
5062
0
}
5063
5064
ImGuiWindow* ImGui::FindBottomMostVisibleWindowWithinBeginStack(ImGuiWindow* parent_window)
5065
0
{
5066
0
    ImGuiContext& g = *GImGui;
5067
0
    ImGuiWindow* bottom_most_visible_window = parent_window;
5068
0
    for (int i = FindWindowDisplayIndex(parent_window); i >= 0; i--)
5069
0
    {
5070
0
        ImGuiWindow* window = g.Windows[i];
5071
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
5072
0
            continue;
5073
0
        if (!IsWindowWithinBeginStackOf(window, parent_window))
5074
0
            break;
5075
0
        if (IsWindowActiveAndVisible(window) && GetWindowDisplayLayer(window) <= GetWindowDisplayLayer(parent_window))
5076
0
            bottom_most_visible_window = window;
5077
0
    }
5078
0
    return bottom_most_visible_window;
5079
0
}
5080
5081
static void ImGui::RenderDimmedBackgrounds()
5082
0
{
5083
0
    ImGuiContext& g = *GImGui;
5084
0
    ImGuiWindow* modal_window = GetTopMostAndVisiblePopupModal();
5085
0
    if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
5086
0
        return;
5087
0
    const bool dim_bg_for_modal = (modal_window != NULL);
5088
0
    const bool dim_bg_for_window_list = (g.NavWindowingTargetAnim != NULL && g.NavWindowingTargetAnim->Active);
5089
0
    if (!dim_bg_for_modal && !dim_bg_for_window_list)
5090
0
        return;
5091
5092
0
    ImGuiViewport* viewports_already_dimmed[2] = { NULL, NULL };
5093
0
    if (dim_bg_for_modal)
5094
0
    {
5095
        // Draw dimming behind modal or a begin stack child, whichever comes first in draw order.
5096
0
        ImGuiWindow* dim_behind_window = FindBottomMostVisibleWindowWithinBeginStack(modal_window);
5097
0
        RenderDimmedBackgroundBehindWindow(dim_behind_window, GetColorU32(ImGuiCol_ModalWindowDimBg, g.DimBgRatio));
5098
0
        viewports_already_dimmed[0] = modal_window->Viewport;
5099
0
    }
5100
0
    else if (dim_bg_for_window_list)
5101
0
    {
5102
        // Draw dimming behind CTRL+Tab target window and behind CTRL+Tab UI window
5103
0
        RenderDimmedBackgroundBehindWindow(g.NavWindowingTargetAnim, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5104
0
        if (g.NavWindowingListWindow != NULL && g.NavWindowingListWindow->Viewport && g.NavWindowingListWindow->Viewport != g.NavWindowingTargetAnim->Viewport)
5105
0
            RenderDimmedBackgroundBehindWindow(g.NavWindowingListWindow, GetColorU32(ImGuiCol_NavWindowingDimBg, g.DimBgRatio));
5106
0
        viewports_already_dimmed[0] = g.NavWindowingTargetAnim->Viewport;
5107
0
        viewports_already_dimmed[1] = g.NavWindowingListWindow ? g.NavWindowingListWindow->Viewport : NULL;
5108
5109
        // Draw border around CTRL+Tab target window
5110
0
        ImGuiWindow* window = g.NavWindowingTargetAnim;
5111
0
        ImGuiViewport* viewport = window->Viewport;
5112
0
        float distance = g.FontSize;
5113
0
        ImRect bb = window->Rect();
5114
0
        bb.Expand(distance);
5115
0
        if (bb.GetWidth() >= viewport->Size.x && bb.GetHeight() >= viewport->Size.y)
5116
0
            bb.Expand(-distance - 1.0f); // If a window fits the entire viewport, adjust its highlight inward
5117
0
        if (window->DrawList->CmdBuffer.Size == 0)
5118
0
            window->DrawList->AddDrawCmd();
5119
0
        window->DrawList->PushClipRect(viewport->Pos, viewport->Pos + viewport->Size);
5120
0
        window->DrawList->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_NavWindowingHighlight, g.NavWindowingHighlightAlpha), window->WindowRounding, 0, 3.0f);
5121
0
        window->DrawList->PopClipRect();
5122
0
    }
5123
5124
    // Draw dimming background on _other_ viewports than the ones our windows are in
5125
0
    for (int viewport_n = 0; viewport_n < g.Viewports.Size; viewport_n++)
5126
0
    {
5127
0
        ImGuiViewportP* viewport = g.Viewports[viewport_n];
5128
0
        if (viewport == viewports_already_dimmed[0] || viewport == viewports_already_dimmed[1])
5129
0
            continue;
5130
0
        if (modal_window && viewport->Window && IsWindowAbove(viewport->Window, modal_window))
5131
0
            continue;
5132
0
        ImDrawList* draw_list = GetForegroundDrawList(viewport);
5133
0
        const ImU32 dim_bg_col = GetColorU32(dim_bg_for_modal ? ImGuiCol_ModalWindowDimBg : ImGuiCol_NavWindowingDimBg, g.DimBgRatio);
5134
0
        draw_list->AddRectFilled(viewport->Pos, viewport->Pos + viewport->Size, dim_bg_col);
5135
0
    }
5136
0
}
5137
5138
// This is normally called by Render(). You may want to call it directly if you want to avoid calling Render() but the gain will be very minimal.
5139
void ImGui::EndFrame()
5140
0
{
5141
0
    ImGuiContext& g = *GImGui;
5142
0
    IM_ASSERT(g.Initialized);
5143
5144
    // Don't process EndFrame() multiple times.
5145
0
    if (g.FrameCountEnded == g.FrameCount)
5146
0
        return;
5147
0
    IM_ASSERT(g.WithinFrameScope && "Forgot to call ImGui::NewFrame()?");
5148
5149
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePre);
5150
5151
0
    ErrorCheckEndFrameSanityChecks();
5152
5153
    // Notify Platform/OS when our Input Method Editor cursor has moved (e.g. CJK inputs using Microsoft IME)
5154
0
    ImGuiPlatformImeData* ime_data = &g.PlatformImeData;
5155
0
    if (g.IO.SetPlatformImeDataFn && memcmp(ime_data, &g.PlatformImeDataPrev, sizeof(ImGuiPlatformImeData)) != 0)
5156
0
    {
5157
0
        ImGuiViewport* viewport = FindViewportByID(g.PlatformImeViewport);
5158
0
        IMGUI_DEBUG_LOG_IO("Calling io.SetPlatformImeDataFn(): WantVisible: %d, InputPos (%.2f,%.2f)\n", ime_data->WantVisible, ime_data->InputPos.x, ime_data->InputPos.y);
5159
0
        if (viewport == NULL)
5160
0
            viewport = GetMainViewport();
5161
#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
5162
        if (viewport->PlatformHandleRaw == NULL && g.IO.ImeWindowHandle != NULL)
5163
        {
5164
            viewport->PlatformHandleRaw = g.IO.ImeWindowHandle;
5165
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5166
            viewport->PlatformHandleRaw = NULL;
5167
        }
5168
        else
5169
#endif
5170
0
        {
5171
0
            g.IO.SetPlatformImeDataFn(viewport, ime_data);
5172
0
        }
5173
0
    }
5174
5175
    // Hide implicit/fallback "Debug" window if it hasn't been used
5176
0
    g.WithinFrameScopeWithImplicitWindow = false;
5177
0
    if (g.CurrentWindow && !g.CurrentWindow->WriteAccessed)
5178
0
        g.CurrentWindow->Active = false;
5179
0
    End();
5180
5181
    // Update navigation: CTRL+Tab, wrap-around requests
5182
0
    NavEndFrame();
5183
5184
    // Update docking
5185
0
    DockContextEndFrame(&g);
5186
5187
0
    SetCurrentViewport(NULL, NULL);
5188
5189
    // Drag and Drop: Elapse payload (if delivered, or if source stops being submitted)
5190
0
    if (g.DragDropActive)
5191
0
    {
5192
0
        bool is_delivered = g.DragDropPayload.Delivery;
5193
0
        bool is_elapsed = (g.DragDropPayload.DataFrameCount + 1 < g.FrameCount) && ((g.DragDropSourceFlags & ImGuiDragDropFlags_SourceAutoExpirePayload) || !IsMouseDown(g.DragDropMouseButton));
5194
0
        if (is_delivered || is_elapsed)
5195
0
            ClearDragDrop();
5196
0
    }
5197
5198
    // Drag and Drop: Fallback for source tooltip. This is not ideal but better than nothing.
5199
0
    if (g.DragDropActive && g.DragDropSourceFrameCount < g.FrameCount && !(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
5200
0
    {
5201
0
        g.DragDropWithinSource = true;
5202
0
        SetTooltip("...");
5203
0
        g.DragDropWithinSource = false;
5204
0
    }
5205
5206
    // End frame
5207
0
    g.WithinFrameScope = false;
5208
0
    g.FrameCountEnded = g.FrameCount;
5209
5210
    // Initiate moving window + handle left-click and right-click focus
5211
0
    UpdateMouseMovingWindowEndFrame();
5212
5213
    // Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
5214
0
    UpdateViewportsEndFrame();
5215
5216
    // Sort the window list so that all child windows are after their parent
5217
    // We cannot do that on FocusWindow() because children may not exist yet
5218
0
    g.WindowsTempSortBuffer.resize(0);
5219
0
    g.WindowsTempSortBuffer.reserve(g.Windows.Size);
5220
0
    for (int i = 0; i != g.Windows.Size; i++)
5221
0
    {
5222
0
        ImGuiWindow* window = g.Windows[i];
5223
0
        if (window->Active && (window->Flags & ImGuiWindowFlags_ChildWindow))       // if a child is active its parent will add it
5224
0
            continue;
5225
0
        AddWindowToSortBuffer(&g.WindowsTempSortBuffer, window);
5226
0
    }
5227
5228
    // This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
5229
0
    IM_ASSERT(g.Windows.Size == g.WindowsTempSortBuffer.Size);
5230
0
    g.Windows.swap(g.WindowsTempSortBuffer);
5231
0
    g.IO.MetricsActiveWindows = g.WindowsActiveCount;
5232
5233
    // Unlock font atlas
5234
0
    g.IO.Fonts->Locked = false;
5235
5236
    // Clear Input data for next frame
5237
0
    g.IO.AppFocusLost = false;
5238
0
    g.IO.MouseWheel = g.IO.MouseWheelH = 0.0f;
5239
0
    g.IO.InputQueueCharacters.resize(0);
5240
5241
0
    CallContextHooks(&g, ImGuiContextHookType_EndFramePost);
5242
0
}
5243
5244
// Prepare the data for rendering so you can call GetDrawData()
5245
// (As with anything within the ImGui:: namspace this doesn't touch your GPU or graphics API at all:
5246
// it is the role of the ImGui_ImplXXXX_RenderDrawData() function provided by the renderer backend)
5247
void ImGui::Render()
5248
0
{
5249
0
    ImGuiContext& g = *GImGui;
5250
0
    IM_ASSERT(g.Initialized);
5251
5252
0
    if (g.FrameCountEnded != g.FrameCount)
5253
0
        EndFrame();
5254
0
    const bool first_render_of_frame = (g.FrameCountRendered != g.FrameCount);
5255
0
    g.FrameCountRendered = g.FrameCount;
5256
0
    g.IO.MetricsRenderWindows = 0;
5257
5258
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPre);
5259
5260
    // Add background ImDrawList (for each active viewport)
5261
0
    for (int n = 0; n != g.Viewports.Size; n++)
5262
0
    {
5263
0
        ImGuiViewportP* viewport = g.Viewports[n];
5264
0
        viewport->DrawDataBuilder.Clear();
5265
0
        if (viewport->DrawLists[0] != NULL)
5266
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetBackgroundDrawList(viewport));
5267
0
    }
5268
5269
    // Add ImDrawList to render
5270
0
    ImGuiWindow* windows_to_render_top_most[2];
5271
0
    windows_to_render_top_most[0] = (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus)) ? g.NavWindowingTarget->RootWindowDockTree : NULL;
5272
0
    windows_to_render_top_most[1] = (g.NavWindowingTarget ? g.NavWindowingListWindow : NULL);
5273
0
    for (int n = 0; n != g.Windows.Size; n++)
5274
0
    {
5275
0
        ImGuiWindow* window = g.Windows[n];
5276
0
        IM_MSVC_WARNING_SUPPRESS(6011); // Static Analysis false positive "warning C6011: Dereferencing NULL pointer 'window'"
5277
0
        if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_top_most[0] && window != windows_to_render_top_most[1])
5278
0
            AddRootWindowToDrawData(window);
5279
0
    }
5280
0
    for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_top_most); n++)
5281
0
        if (windows_to_render_top_most[n] && IsWindowActiveAndVisible(windows_to_render_top_most[n])) // NavWindowingTarget is always temporarily displayed as the top-most window
5282
0
            AddRootWindowToDrawData(windows_to_render_top_most[n]);
5283
5284
    // Draw modal/window whitening backgrounds
5285
0
    if (first_render_of_frame)
5286
0
        RenderDimmedBackgrounds();
5287
5288
    // Draw software mouse cursor if requested by io.MouseDrawCursor flag
5289
0
    if (g.IO.MouseDrawCursor && first_render_of_frame && g.MouseCursor != ImGuiMouseCursor_None)
5290
0
        RenderMouseCursor(g.IO.MousePos, g.Style.MouseCursorScale, g.MouseCursor, IM_COL32_WHITE, IM_COL32_BLACK, IM_COL32(0, 0, 0, 48));
5291
5292
    // Setup ImDrawData structures for end-user
5293
0
    g.IO.MetricsRenderVertices = g.IO.MetricsRenderIndices = 0;
5294
0
    for (int n = 0; n < g.Viewports.Size; n++)
5295
0
    {
5296
0
        ImGuiViewportP* viewport = g.Viewports[n];
5297
0
        viewport->DrawDataBuilder.FlattenIntoSingleLayer();
5298
5299
        // Add foreground ImDrawList (for each active viewport)
5300
0
        if (viewport->DrawLists[1] != NULL)
5301
0
            AddDrawListToDrawData(&viewport->DrawDataBuilder.Layers[0], GetForegroundDrawList(viewport));
5302
5303
0
        SetupViewportDrawData(viewport, &viewport->DrawDataBuilder.Layers[0]);
5304
0
        ImDrawData* draw_data = viewport->DrawData;
5305
0
        g.IO.MetricsRenderVertices += draw_data->TotalVtxCount;
5306
0
        g.IO.MetricsRenderIndices += draw_data->TotalIdxCount;
5307
0
    }
5308
5309
0
    CallContextHooks(&g, ImGuiContextHookType_RenderPost);
5310
0
}
5311
5312
// Calculate text size. Text can be multi-line. Optionally ignore text after a ## marker.
5313
// CalcTextSize("") should return ImVec2(0.0f, g.FontSize)
5314
ImVec2 ImGui::CalcTextSize(const char* text, const char* text_end, bool hide_text_after_double_hash, float wrap_width)
5315
0
{
5316
0
    ImGuiContext& g = *GImGui;
5317
5318
0
    const char* text_display_end;
5319
0
    if (hide_text_after_double_hash)
5320
0
        text_display_end = FindRenderedTextEnd(text, text_end);      // Hide anything after a '##' string
5321
0
    else
5322
0
        text_display_end = text_end;
5323
5324
0
    ImFont* font = g.Font;
5325
0
    const float font_size = g.FontSize;
5326
0
    if (text == text_display_end)
5327
0
        return ImVec2(0.0f, font_size);
5328
0
    ImVec2 text_size = font->CalcTextSizeA(font_size, FLT_MAX, wrap_width, text, text_display_end, NULL);
5329
5330
    // Round
5331
    // FIXME: This has been here since Dec 2015 (7b0bf230) but down the line we want this out.
5332
    // FIXME: Investigate using ceilf or e.g.
5333
    // - https://git.musl-libc.org/cgit/musl/tree/src/math/ceilf.c
5334
    // - https://embarkstudios.github.io/rust-gpu/api/src/libm/math/ceilf.rs.html
5335
0
    text_size.x = IM_FLOOR(text_size.x + 0.99999f);
5336
5337
0
    return text_size;
5338
0
}
5339
5340
// Find window given position, search front-to-back
5341
// FIXME: Note that we have an inconsequential lag here: OuterRectClipped is updated in Begin(), so windows moved programmatically
5342
// with SetWindowPos() and not SetNextWindowPos() will have that rectangle lagging by a frame at the time FindHoveredWindow() is
5343
// called, aka before the next Begin(). Moving window isn't affected.
5344
static void FindHoveredWindow()
5345
0
{
5346
0
    ImGuiContext& g = *GImGui;
5347
5348
    // Special handling for the window being moved: Ignore the mouse viewport check (because it may reset/lose its viewport during the undocking frame)
5349
0
    ImGuiViewportP* moving_window_viewport = g.MovingWindow ? g.MovingWindow->Viewport : NULL;
5350
0
    if (g.MovingWindow)
5351
0
        g.MovingWindow->Viewport = g.MouseViewport;
5352
5353
0
    ImGuiWindow* hovered_window = NULL;
5354
0
    ImGuiWindow* hovered_window_ignoring_moving_window = NULL;
5355
0
    if (g.MovingWindow && !(g.MovingWindow->Flags & ImGuiWindowFlags_NoMouseInputs))
5356
0
        hovered_window = g.MovingWindow;
5357
5358
0
    ImVec2 padding_regular = g.Style.TouchExtraPadding;
5359
0
    ImVec2 padding_for_resize = g.IO.ConfigWindowsResizeFromEdges ? g.WindowsHoverPadding : padding_regular;
5360
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
5361
0
    {
5362
0
        ImGuiWindow* window = g.Windows[i];
5363
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5364
0
        if (!window->Active || window->Hidden)
5365
0
            continue;
5366
0
        if (window->Flags & ImGuiWindowFlags_NoMouseInputs)
5367
0
            continue;
5368
0
        IM_ASSERT(window->Viewport);
5369
0
        if (window->Viewport != g.MouseViewport)
5370
0
            continue;
5371
5372
        // Using the clipped AABB, a child window will typically be clipped by its parent (not always)
5373
0
        ImRect bb(window->OuterRectClipped);
5374
0
        if (window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize))
5375
0
            bb.Expand(padding_regular);
5376
0
        else
5377
0
            bb.Expand(padding_for_resize);
5378
0
        if (!bb.Contains(g.IO.MousePos))
5379
0
            continue;
5380
5381
        // Support for one rectangular hole in any given window
5382
        // FIXME: Consider generalizing hit-testing override (with more generic data, callback, etc.) (#1512)
5383
0
        if (window->HitTestHoleSize.x != 0)
5384
0
        {
5385
0
            ImVec2 hole_pos(window->Pos.x + (float)window->HitTestHoleOffset.x, window->Pos.y + (float)window->HitTestHoleOffset.y);
5386
0
            ImVec2 hole_size((float)window->HitTestHoleSize.x, (float)window->HitTestHoleSize.y);
5387
0
            if (ImRect(hole_pos, hole_pos + hole_size).Contains(g.IO.MousePos))
5388
0
                continue;
5389
0
        }
5390
5391
0
        if (hovered_window == NULL)
5392
0
            hovered_window = window;
5393
0
        IM_MSVC_WARNING_SUPPRESS(28182); // [Static Analyzer] Dereferencing NULL pointer.
5394
0
        if (hovered_window_ignoring_moving_window == NULL && (!g.MovingWindow || window->RootWindowDockTree != g.MovingWindow->RootWindowDockTree))
5395
0
            hovered_window_ignoring_moving_window = window;
5396
0
        if (hovered_window && hovered_window_ignoring_moving_window)
5397
0
            break;
5398
0
    }
5399
5400
0
    g.HoveredWindow = hovered_window;
5401
0
    g.HoveredWindowUnderMovingWindow = hovered_window_ignoring_moving_window;
5402
5403
0
    if (g.MovingWindow)
5404
0
        g.MovingWindow->Viewport = moving_window_viewport;
5405
0
}
5406
5407
bool ImGui::IsItemActive()
5408
0
{
5409
0
    ImGuiContext& g = *GImGui;
5410
0
    if (g.ActiveId)
5411
0
        return g.ActiveId == g.LastItemData.ID;
5412
0
    return false;
5413
0
}
5414
5415
bool ImGui::IsItemActivated()
5416
0
{
5417
0
    ImGuiContext& g = *GImGui;
5418
0
    if (g.ActiveId)
5419
0
        if (g.ActiveId == g.LastItemData.ID && g.ActiveIdPreviousFrame != g.LastItemData.ID)
5420
0
            return true;
5421
0
    return false;
5422
0
}
5423
5424
bool ImGui::IsItemDeactivated()
5425
0
{
5426
0
    ImGuiContext& g = *GImGui;
5427
0
    if (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDeactivated)
5428
0
        return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Deactivated) != 0;
5429
0
    return (g.ActiveIdPreviousFrame == g.LastItemData.ID && g.ActiveIdPreviousFrame != 0 && g.ActiveId != g.LastItemData.ID);
5430
0
}
5431
5432
bool ImGui::IsItemDeactivatedAfterEdit()
5433
0
{
5434
0
    ImGuiContext& g = *GImGui;
5435
0
    return IsItemDeactivated() && (g.ActiveIdPreviousFrameHasBeenEditedBefore || (g.ActiveId == 0 && g.ActiveIdHasBeenEditedBefore));
5436
0
}
5437
5438
// == GetItemID() == GetFocusID()
5439
bool ImGui::IsItemFocused()
5440
0
{
5441
0
    ImGuiContext& g = *GImGui;
5442
0
    if (g.NavId != g.LastItemData.ID || g.NavId == 0)
5443
0
        return false;
5444
5445
    // Special handling for the dummy item after Begin() which represent the title bar or tab.
5446
    // When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
5447
0
    ImGuiWindow* window = g.CurrentWindow;
5448
0
    if (g.LastItemData.ID == window->ID && window->WriteAccessed)
5449
0
        return false;
5450
5451
0
    return true;
5452
0
}
5453
5454
// Important: this can be useful but it is NOT equivalent to the behavior of e.g.Button()!
5455
// Most widgets have specific reactions based on mouse-up/down state, mouse position etc.
5456
bool ImGui::IsItemClicked(ImGuiMouseButton mouse_button)
5457
0
{
5458
0
    return IsMouseClicked(mouse_button) && IsItemHovered(ImGuiHoveredFlags_None);
5459
0
}
5460
5461
bool ImGui::IsItemToggledOpen()
5462
0
{
5463
0
    ImGuiContext& g = *GImGui;
5464
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledOpen) ? true : false;
5465
0
}
5466
5467
bool ImGui::IsItemToggledSelection()
5468
0
{
5469
0
    ImGuiContext& g = *GImGui;
5470
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_ToggledSelection) ? true : false;
5471
0
}
5472
5473
bool ImGui::IsAnyItemHovered()
5474
0
{
5475
0
    ImGuiContext& g = *GImGui;
5476
0
    return g.HoveredId != 0 || g.HoveredIdPreviousFrame != 0;
5477
0
}
5478
5479
bool ImGui::IsAnyItemActive()
5480
0
{
5481
0
    ImGuiContext& g = *GImGui;
5482
0
    return g.ActiveId != 0;
5483
0
}
5484
5485
bool ImGui::IsAnyItemFocused()
5486
0
{
5487
0
    ImGuiContext& g = *GImGui;
5488
0
    return g.NavId != 0 && !g.NavDisableHighlight;
5489
0
}
5490
5491
bool ImGui::IsItemVisible()
5492
0
{
5493
0
    ImGuiContext& g = *GImGui;
5494
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Visible) != 0;
5495
0
}
5496
5497
bool ImGui::IsItemEdited()
5498
0
{
5499
0
    ImGuiContext& g = *GImGui;
5500
0
    return (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_Edited) != 0;
5501
0
}
5502
5503
// Allow last item to be overlapped by a subsequent item. Both may be activated during the same frame before the later one takes priority.
5504
// FIXME: Although this is exposed, its interaction and ideal idiom with using ImGuiButtonFlags_AllowItemOverlap flag are extremely confusing, need rework.
5505
void ImGui::SetItemAllowOverlap()
5506
0
{
5507
0
    ImGuiContext& g = *GImGui;
5508
0
    ImGuiID id = g.LastItemData.ID;
5509
0
    if (g.HoveredId == id)
5510
0
        g.HoveredIdAllowOverlap = true;
5511
0
    if (g.ActiveId == id)
5512
0
        g.ActiveIdAllowOverlap = true;
5513
0
}
5514
5515
// FIXME: It might be undesirable that this will likely disable KeyOwner-aware shortcuts systems. Consider a more fine-tuned version for the two users of this function.
5516
void ImGui::SetActiveIdUsingAllKeyboardKeys()
5517
0
{
5518
0
    ImGuiContext& g = *GImGui;
5519
0
    IM_ASSERT(g.ActiveId != 0);
5520
0
    g.ActiveIdUsingNavDirMask = (1 << ImGuiDir_COUNT) - 1;
5521
0
    g.ActiveIdUsingAllKeyboardKeys = true;
5522
0
    NavMoveRequestCancel();
5523
0
}
5524
5525
ImGuiID ImGui::GetItemID()
5526
0
{
5527
0
    ImGuiContext& g = *GImGui;
5528
0
    return g.LastItemData.ID;
5529
0
}
5530
5531
ImVec2 ImGui::GetItemRectMin()
5532
0
{
5533
0
    ImGuiContext& g = *GImGui;
5534
0
    return g.LastItemData.Rect.Min;
5535
0
}
5536
5537
ImVec2 ImGui::GetItemRectMax()
5538
0
{
5539
0
    ImGuiContext& g = *GImGui;
5540
0
    return g.LastItemData.Rect.Max;
5541
0
}
5542
5543
ImVec2 ImGui::GetItemRectSize()
5544
0
{
5545
0
    ImGuiContext& g = *GImGui;
5546
0
    return g.LastItemData.Rect.GetSize();
5547
0
}
5548
5549
bool ImGui::BeginChildEx(const char* name, ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags flags)
5550
0
{
5551
0
    ImGuiContext& g = *GImGui;
5552
0
    ImGuiWindow* parent_window = g.CurrentWindow;
5553
5554
0
    flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoDocking;
5555
0
    flags |= (parent_window->Flags & ImGuiWindowFlags_NoMove);  // Inherit the NoMove flag
5556
5557
    // Size
5558
0
    const ImVec2 content_avail = GetContentRegionAvail();
5559
0
    ImVec2 size = ImFloor(size_arg);
5560
0
    const int auto_fit_axises = ((size.x == 0.0f) ? (1 << ImGuiAxis_X) : 0x00) | ((size.y == 0.0f) ? (1 << ImGuiAxis_Y) : 0x00);
5561
0
    if (size.x <= 0.0f)
5562
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too many issues)
5563
0
    if (size.y <= 0.0f)
5564
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
5565
0
    SetNextWindowSize(size);
5566
5567
    // Build up name. If you need to append to a same child from multiple location in the ID stack, use BeginChild(ImGuiID id) with a stable value.
5568
0
    const char* temp_window_name;
5569
0
    if (name)
5570
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%s_%08X", parent_window->Name, name, id);
5571
0
    else
5572
0
        ImFormatStringToTempBuffer(&temp_window_name, NULL, "%s/%08X", parent_window->Name, id);
5573
5574
0
    const float backup_border_size = g.Style.ChildBorderSize;
5575
0
    if (!border)
5576
0
        g.Style.ChildBorderSize = 0.0f;
5577
0
    bool ret = Begin(temp_window_name, NULL, flags);
5578
0
    g.Style.ChildBorderSize = backup_border_size;
5579
5580
0
    ImGuiWindow* child_window = g.CurrentWindow;
5581
0
    child_window->ChildId = id;
5582
0
    child_window->AutoFitChildAxises = (ImS8)auto_fit_axises;
5583
5584
    // Set the cursor to handle case where the user called SetNextWindowPos()+BeginChild() manually.
5585
    // While this is not really documented/defined, it seems that the expected thing to do.
5586
0
    if (child_window->BeginCount == 1)
5587
0
        parent_window->DC.CursorPos = child_window->Pos;
5588
5589
    // Process navigation-in immediately so NavInit can run on first frame
5590
    // Can enter a child if (A) it has navigatable items or (B) it can be scrolled.
5591
0
    if (g.NavActivateId == id && !(flags & ImGuiWindowFlags_NavFlattened) && (child_window->DC.NavLayersActiveMask != 0 || child_window->DC.NavWindowHasScrollY))
5592
0
    {
5593
0
        FocusWindow(child_window);
5594
0
        NavInitWindow(child_window, false);
5595
0
        SetActiveID(id + 1, child_window); // Steal ActiveId with another arbitrary id so that key-press won't activate child item
5596
0
        g.ActiveIdSource = g.NavInputSource;
5597
0
    }
5598
0
    return ret;
5599
0
}
5600
5601
bool ImGui::BeginChild(const char* str_id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5602
0
{
5603
0
    ImGuiWindow* window = GetCurrentWindow();
5604
0
    return BeginChildEx(str_id, window->GetID(str_id), size_arg, border, extra_flags);
5605
0
}
5606
5607
bool ImGui::BeginChild(ImGuiID id, const ImVec2& size_arg, bool border, ImGuiWindowFlags extra_flags)
5608
0
{
5609
0
    IM_ASSERT(id != 0);
5610
0
    return BeginChildEx(NULL, id, size_arg, border, extra_flags);
5611
0
}
5612
5613
void ImGui::EndChild()
5614
0
{
5615
0
    ImGuiContext& g = *GImGui;
5616
0
    ImGuiWindow* window = g.CurrentWindow;
5617
5618
0
    IM_ASSERT(g.WithinEndChild == false);
5619
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_ChildWindow);   // Mismatched BeginChild()/EndChild() calls
5620
5621
0
    g.WithinEndChild = true;
5622
0
    if (window->BeginCount > 1)
5623
0
    {
5624
0
        End();
5625
0
    }
5626
0
    else
5627
0
    {
5628
0
        ImVec2 sz = window->Size;
5629
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_X)) // Arbitrary minimum zero-ish child size of 4.0f causes less trouble than a 0.0f
5630
0
            sz.x = ImMax(4.0f, sz.x);
5631
0
        if (window->AutoFitChildAxises & (1 << ImGuiAxis_Y))
5632
0
            sz.y = ImMax(4.0f, sz.y);
5633
0
        End();
5634
5635
0
        ImGuiWindow* parent_window = g.CurrentWindow;
5636
0
        ImRect bb(parent_window->DC.CursorPos, parent_window->DC.CursorPos + sz);
5637
0
        ItemSize(sz);
5638
0
        if ((window->DC.NavLayersActiveMask != 0 || window->DC.NavWindowHasScrollY) && !(window->Flags & ImGuiWindowFlags_NavFlattened))
5639
0
        {
5640
0
            ItemAdd(bb, window->ChildId);
5641
0
            RenderNavHighlight(bb, window->ChildId);
5642
5643
            // When browsing a window that has no activable items (scroll only) we keep a highlight on the child (pass g.NavId to trick into always displaying)
5644
0
            if (window->DC.NavLayersActiveMask == 0 && window == g.NavWindow)
5645
0
                RenderNavHighlight(ImRect(bb.Min - ImVec2(2, 2), bb.Max + ImVec2(2, 2)), g.NavId, ImGuiNavHighlightFlags_TypeThin);
5646
0
        }
5647
0
        else
5648
0
        {
5649
            // Not navigable into
5650
0
            ItemAdd(bb, 0);
5651
5652
            // But when flattened we directly reach items, adjust active layer mask accordingly
5653
0
            if (window->Flags & ImGuiWindowFlags_NavFlattened)
5654
0
                parent_window->DC.NavLayersActiveMaskNext |= window->DC.NavLayersActiveMaskNext;
5655
0
        }
5656
0
        if (g.HoveredWindow == window)
5657
0
            g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
5658
0
    }
5659
0
    g.WithinEndChild = false;
5660
0
    g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
5661
0
}
5662
5663
// Helper to create a child window / scrolling region that looks like a normal widget frame.
5664
bool ImGui::BeginChildFrame(ImGuiID id, const ImVec2& size, ImGuiWindowFlags extra_flags)
5665
0
{
5666
0
    ImGuiContext& g = *GImGui;
5667
0
    const ImGuiStyle& style = g.Style;
5668
0
    PushStyleColor(ImGuiCol_ChildBg, style.Colors[ImGuiCol_FrameBg]);
5669
0
    PushStyleVar(ImGuiStyleVar_ChildRounding, style.FrameRounding);
5670
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, style.FrameBorderSize);
5671
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, style.FramePadding);
5672
0
    bool ret = BeginChild(id, size, true, ImGuiWindowFlags_NoMove | ImGuiWindowFlags_AlwaysUseWindowPadding | extra_flags);
5673
0
    PopStyleVar(3);
5674
0
    PopStyleColor();
5675
0
    return ret;
5676
0
}
5677
5678
void ImGui::EndChildFrame()
5679
0
{
5680
0
    EndChild();
5681
0
}
5682
5683
static void SetWindowConditionAllowFlags(ImGuiWindow* window, ImGuiCond flags, bool enabled)
5684
0
{
5685
0
    window->SetWindowPosAllowFlags       = enabled ? (window->SetWindowPosAllowFlags       | flags) : (window->SetWindowPosAllowFlags       & ~flags);
5686
0
    window->SetWindowSizeAllowFlags      = enabled ? (window->SetWindowSizeAllowFlags      | flags) : (window->SetWindowSizeAllowFlags      & ~flags);
5687
0
    window->SetWindowCollapsedAllowFlags = enabled ? (window->SetWindowCollapsedAllowFlags | flags) : (window->SetWindowCollapsedAllowFlags & ~flags);
5688
0
    window->SetWindowDockAllowFlags      = enabled ? (window->SetWindowDockAllowFlags      | flags) : (window->SetWindowDockAllowFlags      & ~flags);
5689
0
}
5690
5691
ImGuiWindow* ImGui::FindWindowByID(ImGuiID id)
5692
0
{
5693
0
    ImGuiContext& g = *GImGui;
5694
0
    return (ImGuiWindow*)g.WindowsById.GetVoidPtr(id);
5695
0
}
5696
5697
ImGuiWindow* ImGui::FindWindowByName(const char* name)
5698
0
{
5699
0
    ImGuiID id = ImHashStr(name);
5700
0
    return FindWindowByID(id);
5701
0
}
5702
5703
static void ApplyWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5704
0
{
5705
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5706
0
    window->ViewportPos = main_viewport->Pos;
5707
0
    if (settings->ViewportId)
5708
0
    {
5709
0
        window->ViewportId = settings->ViewportId;
5710
0
        window->ViewportPos = ImVec2(settings->ViewportPos.x, settings->ViewportPos.y);
5711
0
    }
5712
0
    window->Pos = ImFloor(ImVec2(settings->Pos.x + window->ViewportPos.x, settings->Pos.y + window->ViewportPos.y));
5713
0
    if (settings->Size.x > 0 && settings->Size.y > 0)
5714
0
        window->Size = window->SizeFull = ImFloor(ImVec2(settings->Size.x, settings->Size.y));
5715
0
    window->Collapsed = settings->Collapsed;
5716
0
    window->DockId = settings->DockId;
5717
0
    window->DockOrder = settings->DockOrder;
5718
0
}
5719
5720
static void UpdateWindowInFocusOrderList(ImGuiWindow* window, bool just_created, ImGuiWindowFlags new_flags)
5721
0
{
5722
0
    ImGuiContext& g = *GImGui;
5723
5724
0
    const bool new_is_explicit_child = (new_flags & ImGuiWindowFlags_ChildWindow) != 0 && ((new_flags & ImGuiWindowFlags_Popup) == 0 || (new_flags & ImGuiWindowFlags_ChildMenu) != 0);
5725
0
    const bool child_flag_changed = new_is_explicit_child != window->IsExplicitChild;
5726
0
    if ((just_created || child_flag_changed) && !new_is_explicit_child)
5727
0
    {
5728
0
        IM_ASSERT(!g.WindowsFocusOrder.contains(window));
5729
0
        g.WindowsFocusOrder.push_back(window);
5730
0
        window->FocusOrder = (short)(g.WindowsFocusOrder.Size - 1);
5731
0
    }
5732
0
    else if (!just_created && child_flag_changed && new_is_explicit_child)
5733
0
    {
5734
0
        IM_ASSERT(g.WindowsFocusOrder[window->FocusOrder] == window);
5735
0
        for (int n = window->FocusOrder + 1; n < g.WindowsFocusOrder.Size; n++)
5736
0
            g.WindowsFocusOrder[n]->FocusOrder--;
5737
0
        g.WindowsFocusOrder.erase(g.WindowsFocusOrder.Data + window->FocusOrder);
5738
0
        window->FocusOrder = -1;
5739
0
    }
5740
0
    window->IsExplicitChild = new_is_explicit_child;
5741
0
}
5742
5743
static void InitOrLoadWindowSettings(ImGuiWindow* window, ImGuiWindowSettings* settings)
5744
0
{
5745
    // Initial window state with e.g. default/arbitrary window position
5746
    // Use SetNextWindowPos() with the appropriate condition flag to change the initial position of a window.
5747
0
    const ImGuiViewport* main_viewport = ImGui::GetMainViewport();
5748
0
    window->Pos = main_viewport->Pos + ImVec2(60, 60);
5749
0
    window->ViewportPos = main_viewport->Pos;
5750
0
    window->SetWindowPosAllowFlags = window->SetWindowSizeAllowFlags = window->SetWindowCollapsedAllowFlags = window->SetWindowDockAllowFlags = ImGuiCond_Always | ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing;
5751
5752
0
    if (settings != NULL)
5753
0
    {
5754
0
        SetWindowConditionAllowFlags(window, ImGuiCond_FirstUseEver, false);
5755
0
        ApplyWindowSettings(window, settings);
5756
0
    }
5757
0
    window->DC.CursorStartPos = window->DC.CursorMaxPos = window->DC.IdealMaxPos = window->Pos; // So first call to CalcWindowContentSizes() doesn't return crazy values
5758
5759
0
    if ((window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0)
5760
0
    {
5761
0
        window->AutoFitFramesX = window->AutoFitFramesY = 2;
5762
0
        window->AutoFitOnlyGrows = false;
5763
0
    }
5764
0
    else
5765
0
    {
5766
0
        if (window->Size.x <= 0.0f)
5767
0
            window->AutoFitFramesX = 2;
5768
0
        if (window->Size.y <= 0.0f)
5769
0
            window->AutoFitFramesY = 2;
5770
0
        window->AutoFitOnlyGrows = (window->AutoFitFramesX > 0) || (window->AutoFitFramesY > 0);
5771
0
    }
5772
0
}
5773
5774
static ImGuiWindow* CreateNewWindow(const char* name, ImGuiWindowFlags flags)
5775
0
{
5776
    // Create window the first time
5777
    //IMGUI_DEBUG_LOG("CreateNewWindow '%s', flags = 0x%08X\n", name, flags);
5778
0
    ImGuiContext& g = *GImGui;
5779
0
    ImGuiWindow* window = IM_NEW(ImGuiWindow)(&g, name);
5780
0
    window->Flags = flags;
5781
0
    g.WindowsById.SetVoidPtr(window->ID, window);
5782
5783
0
    ImGuiWindowSettings* settings = NULL;
5784
0
    if (!(flags & ImGuiWindowFlags_NoSavedSettings))
5785
0
        if ((settings = ImGui::FindWindowSettingsByWindow(window)) != 0)
5786
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
5787
5788
0
    InitOrLoadWindowSettings(window, settings);
5789
5790
0
    if (flags & ImGuiWindowFlags_NoBringToFrontOnFocus)
5791
0
        g.Windows.push_front(window); // Quite slow but rare and only once
5792
0
    else
5793
0
        g.Windows.push_back(window);
5794
5795
0
    return window;
5796
0
}
5797
5798
static ImGuiWindow* GetWindowForTitleDisplay(ImGuiWindow* window)
5799
0
{
5800
0
    return window->DockNodeAsHost ? window->DockNodeAsHost->VisibleWindow : window;
5801
0
}
5802
5803
static ImGuiWindow* GetWindowForTitleAndMenuHeight(ImGuiWindow* window)
5804
0
{
5805
0
    return (window->DockNodeAsHost && window->DockNodeAsHost->VisibleWindow) ? window->DockNodeAsHost->VisibleWindow : window;
5806
0
}
5807
5808
static ImVec2 CalcWindowSizeAfterConstraint(ImGuiWindow* window, const ImVec2& size_desired)
5809
0
{
5810
0
    ImGuiContext& g = *GImGui;
5811
0
    ImVec2 new_size = size_desired;
5812
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSizeConstraint)
5813
0
    {
5814
        // Using -1,-1 on either X/Y axis to preserve the current size.
5815
0
        ImRect cr = g.NextWindowData.SizeConstraintRect;
5816
0
        new_size.x = (cr.Min.x >= 0 && cr.Max.x >= 0) ? ImClamp(new_size.x, cr.Min.x, cr.Max.x) : window->SizeFull.x;
5817
0
        new_size.y = (cr.Min.y >= 0 && cr.Max.y >= 0) ? ImClamp(new_size.y, cr.Min.y, cr.Max.y) : window->SizeFull.y;
5818
0
        if (g.NextWindowData.SizeCallback)
5819
0
        {
5820
0
            ImGuiSizeCallbackData data;
5821
0
            data.UserData = g.NextWindowData.SizeCallbackUserData;
5822
0
            data.Pos = window->Pos;
5823
0
            data.CurrentSize = window->SizeFull;
5824
0
            data.DesiredSize = new_size;
5825
0
            g.NextWindowData.SizeCallback(&data);
5826
0
            new_size = data.DesiredSize;
5827
0
        }
5828
0
        new_size.x = IM_FLOOR(new_size.x);
5829
0
        new_size.y = IM_FLOOR(new_size.y);
5830
0
    }
5831
5832
    // Minimum size
5833
0
    if (!(window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysAutoResize)))
5834
0
    {
5835
0
        ImGuiWindow* window_for_height = GetWindowForTitleAndMenuHeight(window);
5836
0
        new_size = ImMax(new_size, g.Style.WindowMinSize);
5837
0
        const float minimum_height = window_for_height->TitleBarHeight() + window_for_height->MenuBarHeight() + ImMax(0.0f, g.Style.WindowRounding - 1.0f);
5838
0
        new_size.y = ImMax(new_size.y, minimum_height); // Reduce artifacts with very small windows
5839
0
    }
5840
0
    return new_size;
5841
0
}
5842
5843
static void CalcWindowContentSizes(ImGuiWindow* window, ImVec2* content_size_current, ImVec2* content_size_ideal)
5844
0
{
5845
0
    bool preserve_old_content_sizes = false;
5846
0
    if (window->Collapsed && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
5847
0
        preserve_old_content_sizes = true;
5848
0
    else if (window->Hidden && window->HiddenFramesCannotSkipItems == 0 && window->HiddenFramesCanSkipItems > 0)
5849
0
        preserve_old_content_sizes = true;
5850
0
    if (preserve_old_content_sizes)
5851
0
    {
5852
0
        *content_size_current = window->ContentSize;
5853
0
        *content_size_ideal = window->ContentSizeIdeal;
5854
0
        return;
5855
0
    }
5856
5857
0
    content_size_current->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(window->DC.CursorMaxPos.x - window->DC.CursorStartPos.x);
5858
0
    content_size_current->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(window->DC.CursorMaxPos.y - window->DC.CursorStartPos.y);
5859
0
    content_size_ideal->x = (window->ContentSizeExplicit.x != 0.0f) ? window->ContentSizeExplicit.x : IM_FLOOR(ImMax(window->DC.CursorMaxPos.x, window->DC.IdealMaxPos.x) - window->DC.CursorStartPos.x);
5860
0
    content_size_ideal->y = (window->ContentSizeExplicit.y != 0.0f) ? window->ContentSizeExplicit.y : IM_FLOOR(ImMax(window->DC.CursorMaxPos.y, window->DC.IdealMaxPos.y) - window->DC.CursorStartPos.y);
5861
0
}
5862
5863
static ImVec2 CalcWindowAutoFitSize(ImGuiWindow* window, const ImVec2& size_contents)
5864
0
{
5865
0
    ImGuiContext& g = *GImGui;
5866
0
    ImGuiStyle& style = g.Style;
5867
0
    const float decoration_w_without_scrollbars = window->DecoOuterSizeX1 + window->DecoOuterSizeX2 - window->ScrollbarSizes.x;
5868
0
    const float decoration_h_without_scrollbars = window->DecoOuterSizeY1 + window->DecoOuterSizeY2 - window->ScrollbarSizes.y;
5869
0
    ImVec2 size_pad = window->WindowPadding * 2.0f;
5870
0
    ImVec2 size_desired = size_contents + size_pad + ImVec2(decoration_w_without_scrollbars, decoration_h_without_scrollbars);
5871
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
5872
0
    {
5873
        // Tooltip always resize
5874
0
        return size_desired;
5875
0
    }
5876
0
    else
5877
0
    {
5878
        // Maximum window size is determined by the viewport size or monitor size
5879
0
        const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
5880
0
        const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
5881
0
        ImVec2 size_min = style.WindowMinSize;
5882
0
        if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
5883
0
            size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
5884
5885
0
        ImVec2 avail_size = window->Viewport->WorkSize;
5886
0
        if (window->ViewportOwned)
5887
0
            avail_size = ImVec2(FLT_MAX, FLT_MAX);
5888
0
        const int monitor_idx = window->ViewportAllowPlatformMonitorExtend;
5889
0
        if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
5890
0
            avail_size = g.PlatformIO.Monitors[monitor_idx].WorkSize;
5891
0
        ImVec2 size_auto_fit = ImClamp(size_desired, size_min, ImMax(size_min, avail_size - style.DisplaySafeAreaPadding * 2.0f));
5892
5893
        // When the window cannot fit all contents (either because of constraints, either because screen is too small),
5894
        // we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
5895
0
        ImVec2 size_auto_fit_after_constraint = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5896
0
        bool will_have_scrollbar_x = (size_auto_fit_after_constraint.x - size_pad.x - decoration_w_without_scrollbars < size_contents.x  && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar);
5897
0
        bool will_have_scrollbar_y = (size_auto_fit_after_constraint.y - size_pad.y - decoration_h_without_scrollbars < size_contents.y && !(window->Flags & ImGuiWindowFlags_NoScrollbar)) || (window->Flags & ImGuiWindowFlags_AlwaysVerticalScrollbar);
5898
0
        if (will_have_scrollbar_x)
5899
0
            size_auto_fit.y += style.ScrollbarSize;
5900
0
        if (will_have_scrollbar_y)
5901
0
            size_auto_fit.x += style.ScrollbarSize;
5902
0
        return size_auto_fit;
5903
0
    }
5904
0
}
5905
5906
ImVec2 ImGui::CalcWindowNextAutoFitSize(ImGuiWindow* window)
5907
0
{
5908
0
    ImVec2 size_contents_current;
5909
0
    ImVec2 size_contents_ideal;
5910
0
    CalcWindowContentSizes(window, &size_contents_current, &size_contents_ideal);
5911
0
    ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, size_contents_ideal);
5912
0
    ImVec2 size_final = CalcWindowSizeAfterConstraint(window, size_auto_fit);
5913
0
    return size_final;
5914
0
}
5915
5916
static ImGuiCol GetWindowBgColorIdx(ImGuiWindow* window)
5917
0
{
5918
0
    if (window->Flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
5919
0
        return ImGuiCol_PopupBg;
5920
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !window->DockIsActive)
5921
0
        return ImGuiCol_ChildBg;
5922
0
    return ImGuiCol_WindowBg;
5923
0
}
5924
5925
static void CalcResizePosSizeFromAnyCorner(ImGuiWindow* window, const ImVec2& corner_target, const ImVec2& corner_norm, ImVec2* out_pos, ImVec2* out_size)
5926
0
{
5927
0
    ImVec2 pos_min = ImLerp(corner_target, window->Pos, corner_norm);                // Expected window upper-left
5928
0
    ImVec2 pos_max = ImLerp(window->Pos + window->Size, corner_target, corner_norm); // Expected window lower-right
5929
0
    ImVec2 size_expected = pos_max - pos_min;
5930
0
    ImVec2 size_constrained = CalcWindowSizeAfterConstraint(window, size_expected);
5931
0
    *out_pos = pos_min;
5932
0
    if (corner_norm.x == 0.0f)
5933
0
        out_pos->x -= (size_constrained.x - size_expected.x);
5934
0
    if (corner_norm.y == 0.0f)
5935
0
        out_pos->y -= (size_constrained.y - size_expected.y);
5936
0
    *out_size = size_constrained;
5937
0
}
5938
5939
// Data for resizing from corner
5940
struct ImGuiResizeGripDef
5941
{
5942
    ImVec2  CornerPosN;
5943
    ImVec2  InnerDir;
5944
    int     AngleMin12, AngleMax12;
5945
};
5946
static const ImGuiResizeGripDef resize_grip_def[4] =
5947
{
5948
    { ImVec2(1, 1), ImVec2(-1, -1), 0, 3 },  // Lower-right
5949
    { ImVec2(0, 1), ImVec2(+1, -1), 3, 6 },  // Lower-left
5950
    { ImVec2(0, 0), ImVec2(+1, +1), 6, 9 },  // Upper-left (Unused)
5951
    { ImVec2(1, 0), ImVec2(-1, +1), 9, 12 }  // Upper-right (Unused)
5952
};
5953
5954
// Data for resizing from borders
5955
struct ImGuiResizeBorderDef
5956
{
5957
    ImVec2 InnerDir;
5958
    ImVec2 SegmentN1, SegmentN2;
5959
    float  OuterAngle;
5960
};
5961
static const ImGuiResizeBorderDef resize_border_def[4] =
5962
{
5963
    { ImVec2(+1, 0), ImVec2(0, 1), ImVec2(0, 0), IM_PI * 1.00f }, // Left
5964
    { ImVec2(-1, 0), ImVec2(1, 0), ImVec2(1, 1), IM_PI * 0.00f }, // Right
5965
    { ImVec2(0, +1), ImVec2(0, 0), ImVec2(1, 0), IM_PI * 1.50f }, // Up
5966
    { ImVec2(0, -1), ImVec2(1, 1), ImVec2(0, 1), IM_PI * 0.50f }  // Down
5967
};
5968
5969
static ImRect GetResizeBorderRect(ImGuiWindow* window, int border_n, float perp_padding, float thickness)
5970
0
{
5971
0
    ImRect rect = window->Rect();
5972
0
    if (thickness == 0.0f)
5973
0
        rect.Max -= ImVec2(1, 1);
5974
0
    if (border_n == ImGuiDir_Left)  { return ImRect(rect.Min.x - thickness,    rect.Min.y + perp_padding, rect.Min.x + thickness,    rect.Max.y - perp_padding); }
5975
0
    if (border_n == ImGuiDir_Right) { return ImRect(rect.Max.x - thickness,    rect.Min.y + perp_padding, rect.Max.x + thickness,    rect.Max.y - perp_padding); }
5976
0
    if (border_n == ImGuiDir_Up)    { return ImRect(rect.Min.x + perp_padding, rect.Min.y - thickness,    rect.Max.x - perp_padding, rect.Min.y + thickness);    }
5977
0
    if (border_n == ImGuiDir_Down)  { return ImRect(rect.Min.x + perp_padding, rect.Max.y - thickness,    rect.Max.x - perp_padding, rect.Max.y + thickness);    }
5978
0
    IM_ASSERT(0);
5979
0
    return ImRect();
5980
0
}
5981
5982
// 0..3: corners (Lower-right, Lower-left, Unused, Unused)
5983
ImGuiID ImGui::GetWindowResizeCornerID(ImGuiWindow* window, int n)
5984
0
{
5985
0
    IM_ASSERT(n >= 0 && n < 4);
5986
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5987
0
    id = ImHashStr("#RESIZE", 0, id);
5988
0
    id = ImHashData(&n, sizeof(int), id);
5989
0
    return id;
5990
0
}
5991
5992
// Borders (Left, Right, Up, Down)
5993
ImGuiID ImGui::GetWindowResizeBorderID(ImGuiWindow* window, ImGuiDir dir)
5994
0
{
5995
0
    IM_ASSERT(dir >= 0 && dir < 4);
5996
0
    int n = (int)dir + 4;
5997
0
    ImGuiID id = window->DockIsActive ? window->DockNode->HostWindow->ID : window->ID;
5998
0
    id = ImHashStr("#RESIZE", 0, id);
5999
0
    id = ImHashData(&n, sizeof(int), id);
6000
0
    return id;
6001
0
}
6002
6003
// Handle resize for: Resize Grips, Borders, Gamepad
6004
// Return true when using auto-fit (double-click on resize grip)
6005
static bool ImGui::UpdateWindowManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4], const ImRect& visibility_rect)
6006
0
{
6007
0
    ImGuiContext& g = *GImGui;
6008
0
    ImGuiWindowFlags flags = window->Flags;
6009
6010
0
    if ((flags & ImGuiWindowFlags_NoResize) || (flags & ImGuiWindowFlags_AlwaysAutoResize) || window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6011
0
        return false;
6012
0
    if (window->WasActive == false) // Early out to avoid running this code for e.g. a hidden implicit/fallback Debug window.
6013
0
        return false;
6014
6015
0
    bool ret_auto_fit = false;
6016
0
    const int resize_border_count = g.IO.ConfigWindowsResizeFromEdges ? 4 : 0;
6017
0
    const float grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6018
0
    const float grip_hover_inner_size = IM_FLOOR(grip_draw_size * 0.75f);
6019
0
    const float grip_hover_outer_size = g.IO.ConfigWindowsResizeFromEdges ? WINDOWS_HOVER_PADDING : 0.0f;
6020
6021
0
    ImVec2 pos_target(FLT_MAX, FLT_MAX);
6022
0
    ImVec2 size_target(FLT_MAX, FLT_MAX);
6023
6024
    // Clip mouse interaction rectangles within the viewport rectangle (in practice the narrowing is going to happen most of the time).
6025
    // - Not narrowing would mostly benefit the situation where OS windows _without_ decoration have a threshold for hovering when outside their limits.
6026
    //   This is however not the case with current backends under Win32, but a custom borderless window implementation would benefit from it.
6027
    // - When decoration are enabled we typically benefit from that distance, but then our resize elements would be conflicting with OS resize elements, so we also narrow.
6028
    // - Note that we are unable to tell if the platform setup allows hovering with a distance threshold (on Win32, decorated window have such threshold).
6029
    // We only clip interaction so we overwrite window->ClipRect, cannot call PushClipRect() yet as DrawList is not yet setup.
6030
0
    const bool clip_with_viewport_rect = !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) || (g.IO.MouseHoveredViewport != window->ViewportId) || !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration);
6031
0
    if (clip_with_viewport_rect)
6032
0
        window->ClipRect = window->Viewport->GetMainRect();
6033
6034
    // Resize grips and borders are on layer 1
6035
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6036
6037
    // Manual resize grips
6038
0
    PushID("#RESIZE");
6039
0
    for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6040
0
    {
6041
0
        const ImGuiResizeGripDef& def = resize_grip_def[resize_grip_n];
6042
0
        const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, def.CornerPosN);
6043
6044
        // Using the FlattenChilds button flag we make the resize button accessible even if we are hovering over a child window
6045
0
        bool hovered, held;
6046
0
        ImRect resize_rect(corner - def.InnerDir * grip_hover_outer_size, corner + def.InnerDir * grip_hover_inner_size);
6047
0
        if (resize_rect.Min.x > resize_rect.Max.x) ImSwap(resize_rect.Min.x, resize_rect.Max.x);
6048
0
        if (resize_rect.Min.y > resize_rect.Max.y) ImSwap(resize_rect.Min.y, resize_rect.Max.y);
6049
0
        ImGuiID resize_grip_id = window->GetID(resize_grip_n); // == GetWindowResizeCornerID()
6050
0
        ItemAdd(resize_rect, resize_grip_id, NULL, ImGuiItemFlags_NoNav);
6051
0
        ButtonBehavior(resize_rect, resize_grip_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6052
        //GetForegroundDrawList(window)->AddRect(resize_rect.Min, resize_rect.Max, IM_COL32(255, 255, 0, 255));
6053
0
        if (hovered || held)
6054
0
            g.MouseCursor = (resize_grip_n & 1) ? ImGuiMouseCursor_ResizeNESW : ImGuiMouseCursor_ResizeNWSE;
6055
6056
0
        if (held && g.IO.MouseClickedCount[0] == 2 && resize_grip_n == 0)
6057
0
        {
6058
            // Manual auto-fit when double-clicking
6059
0
            size_target = CalcWindowSizeAfterConstraint(window, size_auto_fit);
6060
0
            ret_auto_fit = true;
6061
0
            ClearActiveID();
6062
0
        }
6063
0
        else if (held)
6064
0
        {
6065
            // Resize from any of the four corners
6066
            // We don't use an incremental MouseDelta but rather compute an absolute target size based on mouse position
6067
0
            ImVec2 clamp_min = ImVec2(def.CornerPosN.x == 1.0f ? visibility_rect.Min.x : -FLT_MAX, def.CornerPosN.y == 1.0f ? visibility_rect.Min.y : -FLT_MAX);
6068
0
            ImVec2 clamp_max = ImVec2(def.CornerPosN.x == 0.0f ? visibility_rect.Max.x : +FLT_MAX, def.CornerPosN.y == 0.0f ? visibility_rect.Max.y : +FLT_MAX);
6069
0
            ImVec2 corner_target = g.IO.MousePos - g.ActiveIdClickOffset + ImLerp(def.InnerDir * grip_hover_outer_size, def.InnerDir * -grip_hover_inner_size, def.CornerPosN); // Corner of the window corresponding to our corner grip
6070
0
            corner_target = ImClamp(corner_target, clamp_min, clamp_max);
6071
0
            CalcResizePosSizeFromAnyCorner(window, corner_target, def.CornerPosN, &pos_target, &size_target);
6072
0
        }
6073
6074
        // Only lower-left grip is visible before hovering/activating
6075
0
        if (resize_grip_n == 0 || held || hovered)
6076
0
            resize_grip_col[resize_grip_n] = GetColorU32(held ? ImGuiCol_ResizeGripActive : hovered ? ImGuiCol_ResizeGripHovered : ImGuiCol_ResizeGrip);
6077
0
    }
6078
0
    for (int border_n = 0; border_n < resize_border_count; border_n++)
6079
0
    {
6080
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_n];
6081
0
        const ImGuiAxis axis = (border_n == ImGuiDir_Left || border_n == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
6082
6083
0
        bool hovered, held;
6084
0
        ImRect border_rect = GetResizeBorderRect(window, border_n, grip_hover_inner_size, WINDOWS_HOVER_PADDING);
6085
0
        ImGuiID border_id = window->GetID(border_n + 4); // == GetWindowResizeBorderID()
6086
0
        ItemAdd(border_rect, border_id, NULL, ImGuiItemFlags_NoNav);
6087
0
        ButtonBehavior(border_rect, border_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren | ImGuiButtonFlags_NoNavFocus);
6088
        //GetForegroundDrawLists(window)->AddRect(border_rect.Min, border_rect.Max, IM_COL32(255, 255, 0, 255));
6089
0
        if ((hovered && g.HoveredIdTimer > WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER) || held)
6090
0
        {
6091
0
            g.MouseCursor = (axis == ImGuiAxis_X) ? ImGuiMouseCursor_ResizeEW : ImGuiMouseCursor_ResizeNS;
6092
0
            if (held)
6093
0
                *border_held = border_n;
6094
0
        }
6095
0
        if (held)
6096
0
        {
6097
0
            ImVec2 clamp_min(border_n == ImGuiDir_Right ? visibility_rect.Min.x : -FLT_MAX, border_n == ImGuiDir_Down ? visibility_rect.Min.y : -FLT_MAX);
6098
0
            ImVec2 clamp_max(border_n == ImGuiDir_Left  ? visibility_rect.Max.x : +FLT_MAX, border_n == ImGuiDir_Up   ? visibility_rect.Max.y : +FLT_MAX);
6099
0
            ImVec2 border_target = window->Pos;
6100
0
            border_target[axis] = g.IO.MousePos[axis] - g.ActiveIdClickOffset[axis] + WINDOWS_HOVER_PADDING;
6101
0
            border_target = ImClamp(border_target, clamp_min, clamp_max);
6102
0
            CalcResizePosSizeFromAnyCorner(window, border_target, ImMin(def.SegmentN1, def.SegmentN2), &pos_target, &size_target);
6103
0
        }
6104
0
    }
6105
0
    PopID();
6106
6107
    // Restore nav layer
6108
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6109
6110
    // Navigation resize (keyboard/gamepad)
6111
    // FIXME: This cannot be moved to NavUpdateWindowing() because CalcWindowSizeAfterConstraint() need to callback into user.
6112
    // Not even sure the callback works here.
6113
0
    if (g.NavWindowingTarget && g.NavWindowingTarget->RootWindowDockTree == window)
6114
0
    {
6115
0
        ImVec2 nav_resize_dir;
6116
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && g.IO.KeyShift)
6117
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
6118
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
6119
0
            nav_resize_dir = GetKeyMagnitude2d(ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown);
6120
0
        if (nav_resize_dir.x != 0.0f || nav_resize_dir.y != 0.0f)
6121
0
        {
6122
0
            const float NAV_RESIZE_SPEED = 600.0f;
6123
0
            const float resize_step = NAV_RESIZE_SPEED * g.IO.DeltaTime * ImMin(g.IO.DisplayFramebufferScale.x, g.IO.DisplayFramebufferScale.y);
6124
0
            g.NavWindowingAccumDeltaSize += nav_resize_dir * resize_step;
6125
0
            g.NavWindowingAccumDeltaSize = ImMax(g.NavWindowingAccumDeltaSize, visibility_rect.Min - window->Pos - window->Size); // We need Pos+Size >= visibility_rect.Min, so Size >= visibility_rect.Min - Pos, so size_delta >= visibility_rect.Min - window->Pos - window->Size
6126
0
            g.NavWindowingToggleLayer = false;
6127
0
            g.NavDisableMouseHover = true;
6128
0
            resize_grip_col[0] = GetColorU32(ImGuiCol_ResizeGripActive);
6129
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaSize);
6130
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
6131
0
            {
6132
                // FIXME-NAV: Should store and accumulate into a separate size buffer to handle sizing constraints properly, right now a constraint will make us stuck.
6133
0
                size_target = CalcWindowSizeAfterConstraint(window, window->SizeFull + accum_floored);
6134
0
                g.NavWindowingAccumDeltaSize -= accum_floored;
6135
0
            }
6136
0
        }
6137
0
    }
6138
6139
    // Apply back modified position/size to window
6140
0
    if (size_target.x != FLT_MAX)
6141
0
    {
6142
0
        window->SizeFull = size_target;
6143
0
        MarkIniSettingsDirty(window);
6144
0
    }
6145
0
    if (pos_target.x != FLT_MAX)
6146
0
    {
6147
0
        window->Pos = ImFloor(pos_target);
6148
0
        MarkIniSettingsDirty(window);
6149
0
    }
6150
6151
0
    window->Size = window->SizeFull;
6152
0
    return ret_auto_fit;
6153
0
}
6154
6155
static inline void ClampWindowPos(ImGuiWindow* window, const ImRect& visibility_rect)
6156
0
{
6157
0
    ImGuiContext& g = *GImGui;
6158
0
    ImVec2 size_for_clamping = window->Size;
6159
0
    if (g.IO.ConfigWindowsMoveFromTitleBarOnly && (!(window->Flags & ImGuiWindowFlags_NoTitleBar) || window->DockNodeAsHost))
6160
0
        size_for_clamping.y = ImGui::GetFrameHeight(); // Not using window->TitleBarHeight() as DockNodeAsHost will report 0.0f here.
6161
0
    window->Pos = ImClamp(window->Pos, visibility_rect.Min - size_for_clamping, visibility_rect.Max);
6162
0
}
6163
6164
static void ImGui::RenderWindowOuterBorders(ImGuiWindow* window)
6165
0
{
6166
0
    ImGuiContext& g = *GImGui;
6167
0
    float rounding = window->WindowRounding;
6168
0
    float border_size = window->WindowBorderSize;
6169
0
    if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
6170
0
        window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, 0, border_size);
6171
6172
0
    int border_held = window->ResizeBorderHeld;
6173
0
    if (border_held != -1)
6174
0
    {
6175
0
        const ImGuiResizeBorderDef& def = resize_border_def[border_held];
6176
0
        ImRect border_r = GetResizeBorderRect(window, border_held, rounding, 0.0f);
6177
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN1) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle - IM_PI * 0.25f, def.OuterAngle);
6178
0
        window->DrawList->PathArcTo(ImLerp(border_r.Min, border_r.Max, def.SegmentN2) + ImVec2(0.5f, 0.5f) + def.InnerDir * rounding, rounding, def.OuterAngle, def.OuterAngle + IM_PI * 0.25f);
6179
0
        window->DrawList->PathStroke(GetColorU32(ImGuiCol_SeparatorActive), 0, ImMax(2.0f, border_size)); // Thicker than usual
6180
0
    }
6181
0
    if (g.Style.FrameBorderSize > 0 && !(window->Flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6182
0
    {
6183
0
        float y = window->Pos.y + window->TitleBarHeight() - 1;
6184
0
        window->DrawList->AddLine(ImVec2(window->Pos.x + border_size, y), ImVec2(window->Pos.x + window->Size.x - border_size, y), GetColorU32(ImGuiCol_Border), g.Style.FrameBorderSize);
6185
0
    }
6186
0
}
6187
6188
// Draw background and borders
6189
// Draw and handle scrollbars
6190
void ImGui::RenderWindowDecorations(ImGuiWindow* window, const ImRect& title_bar_rect, bool title_bar_is_highlight, bool handle_borders_and_resize_grips, int resize_grip_count, const ImU32 resize_grip_col[4], float resize_grip_draw_size)
6191
0
{
6192
0
    ImGuiContext& g = *GImGui;
6193
0
    ImGuiStyle& style = g.Style;
6194
0
    ImGuiWindowFlags flags = window->Flags;
6195
6196
    // Ensure that ScrollBar doesn't read last frame's SkipItems
6197
0
    IM_ASSERT(window->BeginCount == 0);
6198
0
    window->SkipItems = false;
6199
6200
    // Draw window + handle manual resize
6201
    // As we highlight the title bar when want_focus is set, multiple reappearing windows will have their title bar highlighted on their reappearing frame.
6202
0
    const float window_rounding = window->WindowRounding;
6203
0
    const float window_border_size = window->WindowBorderSize;
6204
0
    if (window->Collapsed)
6205
0
    {
6206
        // Title bar only
6207
0
        const float backup_border_size = style.FrameBorderSize;
6208
0
        g.Style.FrameBorderSize = window->WindowBorderSize;
6209
0
        ImU32 title_bar_col = GetColorU32((title_bar_is_highlight && !g.NavDisableHighlight) ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBgCollapsed);
6210
0
        if (window->ViewportOwned)
6211
0
            title_bar_col |= IM_COL32_A_MASK; // No alpha (we don't support is_docking_transparent_payload here because simpler and less meaningful, but could with a bit of code shuffle/reuse)
6212
0
        RenderFrame(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, true, window_rounding);
6213
0
        g.Style.FrameBorderSize = backup_border_size;
6214
0
    }
6215
0
    else
6216
0
    {
6217
        // Window background
6218
0
        if (!(flags & ImGuiWindowFlags_NoBackground))
6219
0
        {
6220
0
            bool is_docking_transparent_payload = false;
6221
0
            if (g.DragDropActive && (g.FrameCount - g.DragDropAcceptFrameCount) <= 1 && g.IO.ConfigDockingTransparentPayload)
6222
0
                if (g.DragDropPayload.IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && *(ImGuiWindow**)g.DragDropPayload.Data == window)
6223
0
                    is_docking_transparent_payload = true;
6224
6225
0
            ImU32 bg_col = GetColorU32(GetWindowBgColorIdx(window));
6226
0
            if (window->ViewportOwned)
6227
0
            {
6228
0
                bg_col |= IM_COL32_A_MASK; // No alpha
6229
0
                if (is_docking_transparent_payload)
6230
0
                    window->Viewport->Alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA;
6231
0
            }
6232
0
            else
6233
0
            {
6234
                // Adjust alpha. For docking
6235
0
                bool override_alpha = false;
6236
0
                float alpha = 1.0f;
6237
0
                if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasBgAlpha)
6238
0
                {
6239
0
                    alpha = g.NextWindowData.BgAlphaVal;
6240
0
                    override_alpha = true;
6241
0
                }
6242
0
                if (is_docking_transparent_payload)
6243
0
                {
6244
0
                    alpha *= DOCKING_TRANSPARENT_PAYLOAD_ALPHA; // FIXME-DOCK: Should that be an override?
6245
0
                    override_alpha = true;
6246
0
                }
6247
0
                if (override_alpha)
6248
0
                    bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
6249
0
            }
6250
6251
            // Render, for docked windows and host windows we ensure bg goes before decorations
6252
0
            if (window->DockIsActive)
6253
0
                window->DockNode->LastBgColor = bg_col;
6254
0
            ImDrawList* bg_draw_list = window->DockIsActive ? window->DockNode->HostWindow->DrawList : window->DrawList;
6255
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6256
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
6257
0
            bg_draw_list->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? 0 : ImDrawFlags_RoundCornersBottom);
6258
0
            if (window->DockIsActive || (flags & ImGuiWindowFlags_DockNodeHost))
6259
0
                bg_draw_list->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
6260
0
        }
6261
0
        if (window->DockIsActive)
6262
0
            window->DockNode->IsBgDrawnThisFrame = true;
6263
6264
        // Title bar
6265
        // (when docked, DockNode are drawing their own title bar. Individual windows however do NOT set the _NoTitleBar flag,
6266
        // in order for their pos/size to be matching their undocking state.)
6267
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
6268
0
        {
6269
0
            ImU32 title_bar_col = GetColorU32(title_bar_is_highlight ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
6270
0
            window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, window_rounding, ImDrawFlags_RoundCornersTop);
6271
0
        }
6272
6273
        // Menu bar
6274
0
        if (flags & ImGuiWindowFlags_MenuBar)
6275
0
        {
6276
0
            ImRect menu_bar_rect = window->MenuBarRect();
6277
0
            menu_bar_rect.ClipWith(window->Rect());  // Soft clipping, in particular child window don't have minimum size covering the menu bar so this is useful for them.
6278
0
            window->DrawList->AddRectFilled(menu_bar_rect.Min + ImVec2(window_border_size, 0), menu_bar_rect.Max - ImVec2(window_border_size, 0), GetColorU32(ImGuiCol_MenuBarBg), (flags & ImGuiWindowFlags_NoTitleBar) ? window_rounding : 0.0f, ImDrawFlags_RoundCornersTop);
6279
0
            if (style.FrameBorderSize > 0.0f && menu_bar_rect.Max.y < window->Pos.y + window->Size.y)
6280
0
                window->DrawList->AddLine(menu_bar_rect.GetBL(), menu_bar_rect.GetBR(), GetColorU32(ImGuiCol_Border), style.FrameBorderSize);
6281
0
        }
6282
6283
        // Docking: Unhide tab bar (small triangle in the corner), drag from small triangle to quickly undock
6284
0
        ImGuiDockNode* node = window->DockNode;
6285
0
        if (window->DockIsActive && node->IsHiddenTabBar() && !node->IsNoTabBar())
6286
0
        {
6287
0
            float unhide_sz_draw = ImFloor(g.FontSize * 0.70f);
6288
0
            float unhide_sz_hit = ImFloor(g.FontSize * 0.55f);
6289
0
            ImVec2 p = node->Pos;
6290
0
            ImRect r(p, p + ImVec2(unhide_sz_hit, unhide_sz_hit));
6291
0
            ImGuiID unhide_id = window->GetID("#UNHIDE");
6292
0
            KeepAliveID(unhide_id);
6293
0
            bool hovered, held;
6294
0
            if (ButtonBehavior(r, unhide_id, &hovered, &held, ImGuiButtonFlags_FlattenChildren))
6295
0
                node->WantHiddenTabBarToggle = true;
6296
0
            else if (held && IsMouseDragging(0))
6297
0
                StartMouseMovingWindowOrNode(window, node, true);
6298
6299
            // FIXME-DOCK: Ideally we'd use ImGuiCol_TitleBgActive/ImGuiCol_TitleBg here, but neither is guaranteed to be visible enough at this sort of size..
6300
0
            ImU32 col = GetColorU32(((held && hovered) || (node->IsFocused && !hovered)) ? ImGuiCol_ButtonActive : hovered ? ImGuiCol_ButtonHovered : ImGuiCol_Button);
6301
0
            window->DrawList->AddTriangleFilled(p, p + ImVec2(unhide_sz_draw, 0.0f), p + ImVec2(0.0f, unhide_sz_draw), col);
6302
0
        }
6303
6304
        // Scrollbars
6305
0
        if (window->ScrollbarX)
6306
0
            Scrollbar(ImGuiAxis_X);
6307
0
        if (window->ScrollbarY)
6308
0
            Scrollbar(ImGuiAxis_Y);
6309
6310
        // Render resize grips (after their input handling so we don't have a frame of latency)
6311
0
        if (handle_borders_and_resize_grips && !(flags & ImGuiWindowFlags_NoResize))
6312
0
        {
6313
0
            for (int resize_grip_n = 0; resize_grip_n < resize_grip_count; resize_grip_n++)
6314
0
            {
6315
0
                const ImU32 col = resize_grip_col[resize_grip_n];
6316
0
                if ((col & IM_COL32_A_MASK) == 0)
6317
0
                    continue;
6318
0
                const ImGuiResizeGripDef& grip = resize_grip_def[resize_grip_n];
6319
0
                const ImVec2 corner = ImLerp(window->Pos, window->Pos + window->Size, grip.CornerPosN);
6320
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(window_border_size, resize_grip_draw_size) : ImVec2(resize_grip_draw_size, window_border_size)));
6321
0
                window->DrawList->PathLineTo(corner + grip.InnerDir * ((resize_grip_n & 1) ? ImVec2(resize_grip_draw_size, window_border_size) : ImVec2(window_border_size, resize_grip_draw_size)));
6322
0
                window->DrawList->PathArcToFast(ImVec2(corner.x + grip.InnerDir.x * (window_rounding + window_border_size), corner.y + grip.InnerDir.y * (window_rounding + window_border_size)), window_rounding, grip.AngleMin12, grip.AngleMax12);
6323
0
                window->DrawList->PathFillConvex(col);
6324
0
            }
6325
0
        }
6326
6327
        // Borders (for dock node host they will be rendered over after the tab bar)
6328
0
        if (handle_borders_and_resize_grips && !window->DockNodeAsHost)
6329
0
            RenderWindowOuterBorders(window);
6330
0
    }
6331
0
}
6332
6333
// When inside a dock node, this is handled in DockNodeCalcTabBarLayout() instead.
6334
// Render title text, collapse button, close button
6335
void ImGui::RenderWindowTitleBarContents(ImGuiWindow* window, const ImRect& title_bar_rect, const char* name, bool* p_open)
6336
0
{
6337
0
    ImGuiContext& g = *GImGui;
6338
0
    ImGuiStyle& style = g.Style;
6339
0
    ImGuiWindowFlags flags = window->Flags;
6340
6341
0
    const bool has_close_button = (p_open != NULL);
6342
0
    const bool has_collapse_button = !(flags & ImGuiWindowFlags_NoCollapse) && (style.WindowMenuButtonPosition != ImGuiDir_None);
6343
6344
    // Close & Collapse button are on the Menu NavLayer and don't default focus (unless there's nothing else on that layer)
6345
    // FIXME-NAV: Might want (or not?) to set the equivalent of ImGuiButtonFlags_NoNavFocus so that mouse clicks on standard title bar items don't necessarily set nav/keyboard ref?
6346
0
    const ImGuiItemFlags item_flags_backup = g.CurrentItemFlags;
6347
0
    g.CurrentItemFlags |= ImGuiItemFlags_NoNavDefaultFocus;
6348
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
6349
6350
    // Layout buttons
6351
    // FIXME: Would be nice to generalize the subtleties expressed here into reusable code.
6352
0
    float pad_l = style.FramePadding.x;
6353
0
    float pad_r = style.FramePadding.x;
6354
0
    float button_sz = g.FontSize;
6355
0
    ImVec2 close_button_pos;
6356
0
    ImVec2 collapse_button_pos;
6357
0
    if (has_close_button)
6358
0
    {
6359
0
        pad_r += button_sz;
6360
0
        close_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6361
0
    }
6362
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Right)
6363
0
    {
6364
0
        pad_r += button_sz;
6365
0
        collapse_button_pos = ImVec2(title_bar_rect.Max.x - pad_r - style.FramePadding.x, title_bar_rect.Min.y);
6366
0
    }
6367
0
    if (has_collapse_button && style.WindowMenuButtonPosition == ImGuiDir_Left)
6368
0
    {
6369
0
        collapse_button_pos = ImVec2(title_bar_rect.Min.x + pad_l - style.FramePadding.x, title_bar_rect.Min.y);
6370
0
        pad_l += button_sz;
6371
0
    }
6372
6373
    // Collapse button (submitting first so it gets priority when choosing a navigation init fallback)
6374
0
    if (has_collapse_button)
6375
0
        if (CollapseButton(window->GetID("#COLLAPSE"), collapse_button_pos, NULL))
6376
0
            window->WantCollapseToggle = true; // Defer actual collapsing to next frame as we are too far in the Begin() function
6377
6378
    // Close button
6379
0
    if (has_close_button)
6380
0
        if (CloseButton(window->GetID("#CLOSE"), close_button_pos))
6381
0
            *p_open = false;
6382
6383
0
    window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
6384
0
    g.CurrentItemFlags = item_flags_backup;
6385
6386
    // Title bar text (with: horizontal alignment, avoiding collapse/close button, optional "unsaved document" marker)
6387
    // FIXME: Refactor text alignment facilities along with RenderText helpers, this is WAY too much messy code..
6388
0
    const float marker_size_x = (flags & ImGuiWindowFlags_UnsavedDocument) ? button_sz * 0.80f : 0.0f;
6389
0
    const ImVec2 text_size = CalcTextSize(name, NULL, true) + ImVec2(marker_size_x, 0.0f);
6390
6391
    // As a nice touch we try to ensure that centered title text doesn't get affected by visibility of Close/Collapse button,
6392
    // while uncentered title text will still reach edges correctly.
6393
0
    if (pad_l > style.FramePadding.x)
6394
0
        pad_l += g.Style.ItemInnerSpacing.x;
6395
0
    if (pad_r > style.FramePadding.x)
6396
0
        pad_r += g.Style.ItemInnerSpacing.x;
6397
0
    if (style.WindowTitleAlign.x > 0.0f && style.WindowTitleAlign.x < 1.0f)
6398
0
    {
6399
0
        float centerness = ImSaturate(1.0f - ImFabs(style.WindowTitleAlign.x - 0.5f) * 2.0f); // 0.0f on either edges, 1.0f on center
6400
0
        float pad_extend = ImMin(ImMax(pad_l, pad_r), title_bar_rect.GetWidth() - pad_l - pad_r - text_size.x);
6401
0
        pad_l = ImMax(pad_l, pad_extend * centerness);
6402
0
        pad_r = ImMax(pad_r, pad_extend * centerness);
6403
0
    }
6404
6405
0
    ImRect layout_r(title_bar_rect.Min.x + pad_l, title_bar_rect.Min.y, title_bar_rect.Max.x - pad_r, title_bar_rect.Max.y);
6406
0
    ImRect clip_r(layout_r.Min.x, layout_r.Min.y, ImMin(layout_r.Max.x + g.Style.ItemInnerSpacing.x, title_bar_rect.Max.x), layout_r.Max.y);
6407
0
    if (flags & ImGuiWindowFlags_UnsavedDocument)
6408
0
    {
6409
0
        ImVec2 marker_pos;
6410
0
        marker_pos.x = ImClamp(layout_r.Min.x + (layout_r.GetWidth() - text_size.x) * style.WindowTitleAlign.x + text_size.x, layout_r.Min.x, layout_r.Max.x);
6411
0
        marker_pos.y = (layout_r.Min.y + layout_r.Max.y) * 0.5f;
6412
0
        if (marker_pos.x > layout_r.Min.x)
6413
0
        {
6414
0
            RenderBullet(window->DrawList, marker_pos, GetColorU32(ImGuiCol_Text));
6415
0
            clip_r.Max.x = ImMin(clip_r.Max.x, marker_pos.x - (int)(marker_size_x * 0.5f));
6416
0
        }
6417
0
    }
6418
    //if (g.IO.KeyShift) window->DrawList->AddRect(layout_r.Min, layout_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6419
    //if (g.IO.KeyCtrl) window->DrawList->AddRect(clip_r.Min, clip_r.Max, IM_COL32(255, 128, 0, 255)); // [DEBUG]
6420
0
    RenderTextClipped(layout_r.Min, layout_r.Max, name, NULL, &text_size, style.WindowTitleAlign, &clip_r);
6421
0
}
6422
6423
void ImGui::UpdateWindowParentAndRootLinks(ImGuiWindow* window, ImGuiWindowFlags flags, ImGuiWindow* parent_window)
6424
0
{
6425
0
    window->ParentWindow = parent_window;
6426
0
    window->RootWindow = window->RootWindowPopupTree = window->RootWindowDockTree = window->RootWindowForTitleBarHighlight = window->RootWindowForNav = window;
6427
0
    if (parent_window && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Tooltip))
6428
0
    {
6429
0
        window->RootWindowDockTree = parent_window->RootWindowDockTree;
6430
0
        if (!window->DockIsActive && !(parent_window->Flags & ImGuiWindowFlags_DockNodeHost))
6431
0
            window->RootWindow = parent_window->RootWindow;
6432
0
    }
6433
0
    if (parent_window && (flags & ImGuiWindowFlags_Popup))
6434
0
        window->RootWindowPopupTree = parent_window->RootWindowPopupTree;
6435
0
    if (parent_window && !(flags & ImGuiWindowFlags_Modal) && (flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup))) // FIXME: simply use _NoTitleBar ?
6436
0
        window->RootWindowForTitleBarHighlight = parent_window->RootWindowForTitleBarHighlight;
6437
0
    while (window->RootWindowForNav->Flags & ImGuiWindowFlags_NavFlattened)
6438
0
    {
6439
0
        IM_ASSERT(window->RootWindowForNav->ParentWindow != NULL);
6440
0
        window->RootWindowForNav = window->RootWindowForNav->ParentWindow;
6441
0
    }
6442
0
}
6443
6444
// When a modal popup is open, newly created windows that want focus (i.e. are not popups and do not specify ImGuiWindowFlags_NoFocusOnAppearing)
6445
// should be positioned behind that modal window, unless the window was created inside the modal begin-stack.
6446
// In case of multiple stacked modals newly created window honors begin stack order and does not go below its own modal parent.
6447
// - Window             // FindBlockingModal() returns Modal1
6448
//   - Window           //                  .. returns Modal1
6449
//   - Modal1           //                  .. returns Modal2
6450
//      - Window        //                  .. returns Modal2
6451
//          - Window    //                  .. returns Modal2
6452
//          - Modal2    //                  .. returns Modal2
6453
// Notes:
6454
// - FindBlockingModal(NULL) == NULL is generally equivalent to GetTopMostPopupModal() == NULL.
6455
//   Only difference is here we check for ->Active/WasActive but it may be unecessary.
6456
ImGuiWindow* ImGui::FindBlockingModal(ImGuiWindow* window)
6457
0
{
6458
0
    ImGuiContext& g = *GImGui;
6459
0
    if (g.OpenPopupStack.Size <= 0)
6460
0
        return NULL;
6461
6462
    // Find a modal that has common parent with specified window. Specified window should be positioned behind that modal.
6463
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
6464
0
    {
6465
0
        ImGuiWindow* popup_window = g.OpenPopupStack.Data[i].Window;
6466
0
        if (popup_window == NULL || !(popup_window->Flags & ImGuiWindowFlags_Modal))
6467
0
            continue;
6468
0
        if (!popup_window->Active && !popup_window->WasActive)      // Check WasActive, because this code may run before popup renders on current frame, also check Active to handle newly created windows.
6469
0
            continue;
6470
0
        if (window == NULL)                                         // FindBlockingModal(NULL) test for if FocusWindow(NULL) is naturally possible via a mouse click.
6471
0
            return popup_window;
6472
0
        if (IsWindowWithinBeginStackOf(window, popup_window))       // Window is rendered over last modal, no render order change needed.
6473
0
            break;
6474
0
        for (ImGuiWindow* parent = popup_window->ParentWindowInBeginStack->RootWindow; parent != NULL; parent = parent->ParentWindowInBeginStack->RootWindow)
6475
0
            if (IsWindowWithinBeginStackOf(window, parent))
6476
0
                return popup_window;                                // Place window above its begin stack parent.
6477
0
    }
6478
0
    return NULL;
6479
0
}
6480
6481
// Push a new Dear ImGui window to add widgets to.
6482
// - A default window called "Debug" is automatically stacked at the beginning of every frame so you can use widgets without explicitly calling a Begin/End pair.
6483
// - Begin/End can be called multiple times during the frame with the same window name to append content.
6484
// - The window name is used as a unique identifier to preserve window information across frames (and save rudimentary information to the .ini file).
6485
//   You can use the "##" or "###" markers to use the same label with different id, or same id with different label. See documentation at the top of this file.
6486
// - Return false when window is collapsed, so you can early out in your code. You always need to call ImGui::End() even if false is returned.
6487
// - Passing 'bool* p_open' displays a Close button on the upper-right corner of the window, the pointed value will be set to false when the button is pressed.
6488
bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
6489
0
{
6490
0
    ImGuiContext& g = *GImGui;
6491
0
    const ImGuiStyle& style = g.Style;
6492
0
    IM_ASSERT(name != NULL && name[0] != '\0');     // Window name required
6493
0
    IM_ASSERT(g.WithinFrameScope);                  // Forgot to call ImGui::NewFrame()
6494
0
    IM_ASSERT(g.FrameCountEnded != g.FrameCount);   // Called ImGui::Render() or ImGui::EndFrame() and haven't called ImGui::NewFrame() again yet
6495
6496
    // Find or create
6497
0
    ImGuiWindow* window = FindWindowByName(name);
6498
0
    const bool window_just_created = (window == NULL);
6499
0
    if (window_just_created)
6500
0
        window = CreateNewWindow(name, flags);
6501
6502
    // Automatically disable manual moving/resizing when NoInputs is set
6503
0
    if ((flags & ImGuiWindowFlags_NoInputs) == ImGuiWindowFlags_NoInputs)
6504
0
        flags |= ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize;
6505
6506
0
    if (flags & ImGuiWindowFlags_NavFlattened)
6507
0
        IM_ASSERT(flags & ImGuiWindowFlags_ChildWindow);
6508
6509
0
    const int current_frame = g.FrameCount;
6510
0
    const bool first_begin_of_the_frame = (window->LastFrameActive != current_frame);
6511
0
    window->IsFallbackWindow = (g.CurrentWindowStack.Size == 0 && g.WithinFrameScopeWithImplicitWindow);
6512
6513
    // Update the Appearing flag (note: the BeginDocked() path may also set this to true later)
6514
0
    bool window_just_activated_by_user = (window->LastFrameActive < current_frame - 1); // Not using !WasActive because the implicit "Debug" window would always toggle off->on
6515
0
    if (flags & ImGuiWindowFlags_Popup)
6516
0
    {
6517
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6518
0
        window_just_activated_by_user |= (window->PopupId != popup_ref.PopupId); // We recycle popups so treat window as activated if popup id changed
6519
0
        window_just_activated_by_user |= (window != popup_ref.Window);
6520
0
    }
6521
6522
    // Update Flags, LastFrameActive, BeginOrderXXX fields
6523
0
    const bool window_was_appearing = window->Appearing;
6524
0
    if (first_begin_of_the_frame)
6525
0
    {
6526
0
        UpdateWindowInFocusOrderList(window, window_just_created, flags);
6527
0
        window->Appearing = window_just_activated_by_user;
6528
0
        if (window->Appearing)
6529
0
            SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6530
0
        window->FlagsPreviousFrame = window->Flags;
6531
0
        window->Flags = (ImGuiWindowFlags)flags;
6532
0
        window->LastFrameActive = current_frame;
6533
0
        window->LastTimeActive = (float)g.Time;
6534
0
        window->BeginOrderWithinParent = 0;
6535
0
        window->BeginOrderWithinContext = (short)(g.WindowsActiveCount++);
6536
0
    }
6537
0
    else
6538
0
    {
6539
0
        flags = window->Flags;
6540
0
    }
6541
6542
    // Docking
6543
    // (NB: during the frame dock nodes are created, it is possible that (window->DockIsActive == false) even though (window->DockNode->Windows.Size > 1)
6544
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL); // Cannot be both
6545
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasDock)
6546
0
        SetWindowDock(window, g.NextWindowData.DockId, g.NextWindowData.DockCond);
6547
0
    if (first_begin_of_the_frame)
6548
0
    {
6549
0
        bool has_dock_node = (window->DockId != 0 || window->DockNode != NULL);
6550
0
        bool new_auto_dock_node = !has_dock_node && GetWindowAlwaysWantOwnTabBar(window);
6551
0
        bool dock_node_was_visible = window->DockNodeIsVisible;
6552
0
        bool dock_tab_was_visible = window->DockTabIsVisible;
6553
0
        if (has_dock_node || new_auto_dock_node)
6554
0
        {
6555
0
            BeginDocked(window, p_open);
6556
0
            flags = window->Flags;
6557
0
            if (window->DockIsActive)
6558
0
            {
6559
0
                IM_ASSERT(window->DockNode != NULL);
6560
0
                g.NextWindowData.Flags &= ~ImGuiNextWindowDataFlags_HasSizeConstraint; // Docking currently override constraints
6561
0
            }
6562
6563
            // Amend the Appearing flag
6564
0
            if (window->DockTabIsVisible && !dock_tab_was_visible && dock_node_was_visible && !window->Appearing && !window_was_appearing)
6565
0
            {
6566
0
                window->Appearing = true;
6567
0
                SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, true);
6568
0
            }
6569
0
        }
6570
0
        else
6571
0
        {
6572
0
            window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
6573
0
        }
6574
0
    }
6575
6576
    // Parent window is latched only on the first call to Begin() of the frame, so further append-calls can be done from a different window stack
6577
0
    ImGuiWindow* parent_window_in_stack = (window->DockIsActive && window->DockNode->HostWindow) ? window->DockNode->HostWindow : g.CurrentWindowStack.empty() ? NULL : g.CurrentWindowStack.back().Window;
6578
0
    ImGuiWindow* parent_window = first_begin_of_the_frame ? ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Popup)) ? parent_window_in_stack : NULL) : window->ParentWindow;
6579
0
    IM_ASSERT(parent_window != NULL || !(flags & ImGuiWindowFlags_ChildWindow));
6580
6581
    // We allow window memory to be compacted so recreate the base stack when needed.
6582
0
    if (window->IDStack.Size == 0)
6583
0
        window->IDStack.push_back(window->ID);
6584
6585
    // Add to stack
6586
    // We intentionally set g.CurrentWindow to NULL to prevent usage until when the viewport is set, then will call SetCurrentWindow()
6587
0
    g.CurrentWindow = window;
6588
0
    ImGuiWindowStackData window_stack_data;
6589
0
    window_stack_data.Window = window;
6590
0
    window_stack_data.ParentLastItemDataBackup = g.LastItemData;
6591
0
    window_stack_data.StackSizesOnBegin.SetToContextState(&g);
6592
0
    g.CurrentWindowStack.push_back(window_stack_data);
6593
0
    if (flags & ImGuiWindowFlags_ChildMenu)
6594
0
        g.BeginMenuCount++;
6595
6596
    // Update ->RootWindow and others pointers (before any possible call to FocusWindow)
6597
0
    if (first_begin_of_the_frame)
6598
0
    {
6599
0
        UpdateWindowParentAndRootLinks(window, flags, parent_window);
6600
0
        window->ParentWindowInBeginStack = parent_window_in_stack;
6601
0
    }
6602
6603
    // Add to focus scope stack
6604
0
    PushFocusScope(window->ID);
6605
0
    window->NavRootFocusScopeId = g.CurrentFocusScopeId;
6606
0
    g.CurrentWindow = NULL;
6607
6608
    // Add to popup stack
6609
0
    if (flags & ImGuiWindowFlags_Popup)
6610
0
    {
6611
0
        ImGuiPopupData& popup_ref = g.OpenPopupStack[g.BeginPopupStack.Size];
6612
0
        popup_ref.Window = window;
6613
0
        popup_ref.ParentNavLayer = parent_window_in_stack->DC.NavLayerCurrent;
6614
0
        g.BeginPopupStack.push_back(popup_ref);
6615
0
        window->PopupId = popup_ref.PopupId;
6616
0
    }
6617
6618
    // Process SetNextWindow***() calls
6619
    // (FIXME: Consider splitting the HasXXX flags into X/Y components
6620
0
    bool window_pos_set_by_api = false;
6621
0
    bool window_size_x_set_by_api = false, window_size_y_set_by_api = false;
6622
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos)
6623
0
    {
6624
0
        window_pos_set_by_api = (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) != 0;
6625
0
        if (window_pos_set_by_api && ImLengthSqr(g.NextWindowData.PosPivotVal) > 0.00001f)
6626
0
        {
6627
            // May be processed on the next frame if this is our first frame and we are measuring size
6628
            // FIXME: Look into removing the branch so everything can go through this same code path for consistency.
6629
0
            window->SetWindowPosVal = g.NextWindowData.PosVal;
6630
0
            window->SetWindowPosPivot = g.NextWindowData.PosPivotVal;
6631
0
            window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
6632
0
        }
6633
0
        else
6634
0
        {
6635
0
            SetWindowPos(window, g.NextWindowData.PosVal, g.NextWindowData.PosCond);
6636
0
        }
6637
0
    }
6638
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize)
6639
0
    {
6640
0
        window_size_x_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.x > 0.0f);
6641
0
        window_size_y_set_by_api = (window->SetWindowSizeAllowFlags & g.NextWindowData.SizeCond) != 0 && (g.NextWindowData.SizeVal.y > 0.0f);
6642
0
        SetWindowSize(window, g.NextWindowData.SizeVal, g.NextWindowData.SizeCond);
6643
0
    }
6644
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasScroll)
6645
0
    {
6646
0
        if (g.NextWindowData.ScrollVal.x >= 0.0f)
6647
0
        {
6648
0
            window->ScrollTarget.x = g.NextWindowData.ScrollVal.x;
6649
0
            window->ScrollTargetCenterRatio.x = 0.0f;
6650
0
        }
6651
0
        if (g.NextWindowData.ScrollVal.y >= 0.0f)
6652
0
        {
6653
0
            window->ScrollTarget.y = g.NextWindowData.ScrollVal.y;
6654
0
            window->ScrollTargetCenterRatio.y = 0.0f;
6655
0
        }
6656
0
    }
6657
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasContentSize)
6658
0
        window->ContentSizeExplicit = g.NextWindowData.ContentSizeVal;
6659
0
    else if (first_begin_of_the_frame)
6660
0
        window->ContentSizeExplicit = ImVec2(0.0f, 0.0f);
6661
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasWindowClass)
6662
0
        window->WindowClass = g.NextWindowData.WindowClass;
6663
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasCollapsed)
6664
0
        SetWindowCollapsed(window, g.NextWindowData.CollapsedVal, g.NextWindowData.CollapsedCond);
6665
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasFocus)
6666
0
        FocusWindow(window);
6667
0
    if (window->Appearing)
6668
0
        SetWindowConditionAllowFlags(window, ImGuiCond_Appearing, false);
6669
6670
    // When reusing window again multiple times a frame, just append content (don't need to setup again)
6671
0
    if (first_begin_of_the_frame)
6672
0
    {
6673
        // Initialize
6674
0
        const bool window_is_child_tooltip = (flags & ImGuiWindowFlags_ChildWindow) && (flags & ImGuiWindowFlags_Tooltip); // FIXME-WIP: Undocumented behavior of Child+Tooltip for pinned tooltip (#1345)
6675
0
        const bool window_just_appearing_after_hidden_for_resize = (window->HiddenFramesCannotSkipItems > 0);
6676
0
        window->Active = true;
6677
0
        window->HasCloseButton = (p_open != NULL);
6678
0
        window->ClipRect = ImVec4(-FLT_MAX, -FLT_MAX, +FLT_MAX, +FLT_MAX);
6679
0
        window->IDStack.resize(1);
6680
0
        window->DrawList->_ResetForNewFrame();
6681
0
        window->DC.CurrentTableIdx = -1;
6682
0
        if (flags & ImGuiWindowFlags_DockNodeHost)
6683
0
        {
6684
0
            window->DrawList->ChannelsSplit(2);
6685
0
            window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG); // Render decorations on channel 1 as we will render the backgrounds manually later
6686
0
        }
6687
6688
        // Restore buffer capacity when woken from a compacted state, to avoid
6689
0
        if (window->MemoryCompacted)
6690
0
            GcAwakeTransientWindowBuffers(window);
6691
6692
        // Update stored window name when it changes (which can _only_ happen with the "###" operator, so the ID would stay unchanged).
6693
        // The title bar always display the 'name' parameter, so we only update the string storage if it needs to be visible to the end-user elsewhere.
6694
0
        bool window_title_visible_elsewhere = false;
6695
0
        if ((window->Viewport && window->Viewport->Window == window) || (window->DockIsActive))
6696
0
            window_title_visible_elsewhere = true;
6697
0
        else if (g.NavWindowingListWindow != NULL && (window->Flags & ImGuiWindowFlags_NoNavFocus) == 0)   // Window titles visible when using CTRL+TAB
6698
0
            window_title_visible_elsewhere = true;
6699
0
        if (window_title_visible_elsewhere && !window_just_created && strcmp(name, window->Name) != 0)
6700
0
        {
6701
0
            size_t buf_len = (size_t)window->NameBufLen;
6702
0
            window->Name = ImStrdupcpy(window->Name, &buf_len, name);
6703
0
            window->NameBufLen = (int)buf_len;
6704
0
        }
6705
6706
        // UPDATE CONTENTS SIZE, UPDATE HIDDEN STATUS
6707
6708
        // Update contents size from last frame for auto-fitting (or use explicit size)
6709
0
        CalcWindowContentSizes(window, &window->ContentSize, &window->ContentSizeIdeal);
6710
6711
        // FIXME: These flags are decremented before they are used. This means that in order to have these fields produce their intended behaviors
6712
        // for one frame we must set them to at least 2, which is counter-intuitive. HiddenFramesCannotSkipItems is a more complicated case because
6713
        // it has a single usage before this code block and may be set below before it is finally checked.
6714
0
        if (window->HiddenFramesCanSkipItems > 0)
6715
0
            window->HiddenFramesCanSkipItems--;
6716
0
        if (window->HiddenFramesCannotSkipItems > 0)
6717
0
            window->HiddenFramesCannotSkipItems--;
6718
0
        if (window->HiddenFramesForRenderOnly > 0)
6719
0
            window->HiddenFramesForRenderOnly--;
6720
6721
        // Hide new windows for one frame until they calculate their size
6722
0
        if (window_just_created && (!window_size_x_set_by_api || !window_size_y_set_by_api))
6723
0
            window->HiddenFramesCannotSkipItems = 1;
6724
6725
        // Hide popup/tooltip window when re-opening while we measure size (because we recycle the windows)
6726
        // We reset Size/ContentSize for reappearing popups/tooltips early in this function, so further code won't be tempted to use the old size.
6727
0
        if (window_just_activated_by_user && (flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) != 0)
6728
0
        {
6729
0
            window->HiddenFramesCannotSkipItems = 1;
6730
0
            if (flags & ImGuiWindowFlags_AlwaysAutoResize)
6731
0
            {
6732
0
                if (!window_size_x_set_by_api)
6733
0
                    window->Size.x = window->SizeFull.x = 0.f;
6734
0
                if (!window_size_y_set_by_api)
6735
0
                    window->Size.y = window->SizeFull.y = 0.f;
6736
0
                window->ContentSize = window->ContentSizeIdeal = ImVec2(0.f, 0.f);
6737
0
            }
6738
0
        }
6739
6740
        // SELECT VIEWPORT
6741
        // We need to do this before using any style/font sizes, as viewport with a different DPI may affect font sizes.
6742
6743
0
        WindowSelectViewport(window);
6744
0
        SetCurrentViewport(window, window->Viewport);
6745
0
        window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6746
0
        SetCurrentWindow(window);
6747
0
        flags = window->Flags;
6748
6749
        // LOCK BORDER SIZE AND PADDING FOR THE FRAME (so that altering them doesn't cause inconsistencies)
6750
        // We read Style data after the call to UpdateSelectWindowViewport() which might be swapping the style.
6751
6752
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6753
0
            window->WindowBorderSize = style.ChildBorderSize;
6754
0
        else
6755
0
            window->WindowBorderSize = ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupBorderSize : style.WindowBorderSize;
6756
0
        if (!window->DockIsActive && (flags & ImGuiWindowFlags_ChildWindow) && !(flags & (ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_Popup)) && window->WindowBorderSize == 0.0f)
6757
0
            window->WindowPadding = ImVec2(0.0f, (flags & ImGuiWindowFlags_MenuBar) ? style.WindowPadding.y : 0.0f);
6758
0
        else
6759
0
            window->WindowPadding = style.WindowPadding;
6760
6761
        // Lock menu offset so size calculation can use it as menu-bar windows need a minimum size.
6762
0
        window->DC.MenuBarOffset.x = ImMax(ImMax(window->WindowPadding.x, style.ItemSpacing.x), g.NextWindowData.MenuBarOffsetMinVal.x);
6763
0
        window->DC.MenuBarOffset.y = g.NextWindowData.MenuBarOffsetMinVal.y;
6764
6765
0
        bool use_current_size_for_scrollbar_x = window_just_created;
6766
0
        bool use_current_size_for_scrollbar_y = window_just_created;
6767
6768
        // Collapse window by double-clicking on title bar
6769
        // At this point we don't have a clipping rectangle setup yet, so we can use the title bar area for hit detection and drawing
6770
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !(flags & ImGuiWindowFlags_NoCollapse) && !window->DockIsActive)
6771
0
        {
6772
            // We don't use a regular button+id to test for double-click on title bar (mostly due to legacy reason, could be fixed), so verify that we don't have items over the title bar.
6773
0
            ImRect title_bar_rect = window->TitleBarRect();
6774
0
            if (g.HoveredWindow == window && g.HoveredId == 0 && g.HoveredIdPreviousFrame == 0 && IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max) && g.IO.MouseClickedCount[0] == 2)
6775
0
                window->WantCollapseToggle = true;
6776
0
            if (window->WantCollapseToggle)
6777
0
            {
6778
0
                window->Collapsed = !window->Collapsed;
6779
0
                if (!window->Collapsed)
6780
0
                    use_current_size_for_scrollbar_y = true;
6781
0
                MarkIniSettingsDirty(window);
6782
0
            }
6783
0
        }
6784
0
        else
6785
0
        {
6786
0
            window->Collapsed = false;
6787
0
        }
6788
0
        window->WantCollapseToggle = false;
6789
6790
        // SIZE
6791
6792
        // Outer Decoration Sizes
6793
        // (we need to clear ScrollbarSize immediatly as CalcWindowAutoFitSize() needs it and can be called from other locations).
6794
0
        const ImVec2 scrollbar_sizes_from_last_frame = window->ScrollbarSizes;
6795
0
        window->DecoOuterSizeX1 = 0.0f;
6796
0
        window->DecoOuterSizeX2 = 0.0f;
6797
0
        window->DecoOuterSizeY1 = window->TitleBarHeight() + window->MenuBarHeight();
6798
0
        window->DecoOuterSizeY2 = 0.0f;
6799
0
        window->ScrollbarSizes = ImVec2(0.0f, 0.0f);
6800
6801
        // Calculate auto-fit size, handle automatic resize
6802
0
        const ImVec2 size_auto_fit = CalcWindowAutoFitSize(window, window->ContentSizeIdeal);
6803
0
        if ((flags & ImGuiWindowFlags_AlwaysAutoResize) && !window->Collapsed)
6804
0
        {
6805
            // Using SetNextWindowSize() overrides ImGuiWindowFlags_AlwaysAutoResize, so it can be used on tooltips/popups, etc.
6806
0
            if (!window_size_x_set_by_api)
6807
0
            {
6808
0
                window->SizeFull.x = size_auto_fit.x;
6809
0
                use_current_size_for_scrollbar_x = true;
6810
0
            }
6811
0
            if (!window_size_y_set_by_api)
6812
0
            {
6813
0
                window->SizeFull.y = size_auto_fit.y;
6814
0
                use_current_size_for_scrollbar_y = true;
6815
0
            }
6816
0
        }
6817
0
        else if (window->AutoFitFramesX > 0 || window->AutoFitFramesY > 0)
6818
0
        {
6819
            // Auto-fit may only grow window during the first few frames
6820
            // We still process initial auto-fit on collapsed windows to get a window width, but otherwise don't honor ImGuiWindowFlags_AlwaysAutoResize when collapsed.
6821
0
            if (!window_size_x_set_by_api && window->AutoFitFramesX > 0)
6822
0
            {
6823
0
                window->SizeFull.x = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.x, size_auto_fit.x) : size_auto_fit.x;
6824
0
                use_current_size_for_scrollbar_x = true;
6825
0
            }
6826
0
            if (!window_size_y_set_by_api && window->AutoFitFramesY > 0)
6827
0
            {
6828
0
                window->SizeFull.y = window->AutoFitOnlyGrows ? ImMax(window->SizeFull.y, size_auto_fit.y) : size_auto_fit.y;
6829
0
                use_current_size_for_scrollbar_y = true;
6830
0
            }
6831
0
            if (!window->Collapsed)
6832
0
                MarkIniSettingsDirty(window);
6833
0
        }
6834
6835
        // Apply minimum/maximum window size constraints and final size
6836
0
        window->SizeFull = CalcWindowSizeAfterConstraint(window, window->SizeFull);
6837
0
        window->Size = window->Collapsed && !(flags & ImGuiWindowFlags_ChildWindow) ? window->TitleBarRect().GetSize() : window->SizeFull;
6838
6839
        // POSITION
6840
6841
        // Popup latch its initial position, will position itself when it appears next frame
6842
0
        if (window_just_activated_by_user)
6843
0
        {
6844
0
            window->AutoPosLastDirection = ImGuiDir_None;
6845
0
            if ((flags & ImGuiWindowFlags_Popup) != 0 && !(flags & ImGuiWindowFlags_Modal) && !window_pos_set_by_api) // FIXME: BeginPopup() could use SetNextWindowPos()
6846
0
                window->Pos = g.BeginPopupStack.back().OpenPopupPos;
6847
0
        }
6848
6849
        // Position child window
6850
0
        if (flags & ImGuiWindowFlags_ChildWindow)
6851
0
        {
6852
0
            IM_ASSERT(parent_window && parent_window->Active);
6853
0
            window->BeginOrderWithinParent = (short)parent_window->DC.ChildWindows.Size;
6854
0
            parent_window->DC.ChildWindows.push_back(window);
6855
0
            if (!(flags & ImGuiWindowFlags_Popup) && !window_pos_set_by_api && !window_is_child_tooltip)
6856
0
                window->Pos = parent_window->DC.CursorPos;
6857
0
        }
6858
6859
0
        const bool window_pos_with_pivot = (window->SetWindowPosVal.x != FLT_MAX && window->HiddenFramesCannotSkipItems == 0);
6860
0
        if (window_pos_with_pivot)
6861
0
            SetWindowPos(window, window->SetWindowPosVal - window->Size * window->SetWindowPosPivot, 0); // Position given a pivot (e.g. for centering)
6862
0
        else if ((flags & ImGuiWindowFlags_ChildMenu) != 0)
6863
0
            window->Pos = FindBestWindowPosForPopup(window);
6864
0
        else if ((flags & ImGuiWindowFlags_Popup) != 0 && !window_pos_set_by_api && window_just_appearing_after_hidden_for_resize)
6865
0
            window->Pos = FindBestWindowPosForPopup(window);
6866
0
        else if ((flags & ImGuiWindowFlags_Tooltip) != 0 && !window_pos_set_by_api && !window_is_child_tooltip)
6867
0
            window->Pos = FindBestWindowPosForPopup(window);
6868
6869
        // Late create viewport if we don't fit within our current host viewport.
6870
0
        if (window->ViewportAllowPlatformMonitorExtend >= 0 && !window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_IsMinimized))
6871
0
            if (!window->Viewport->GetMainRect().Contains(window->Rect()))
6872
0
            {
6873
                // This is based on the assumption that the DPI will be known ahead (same as the DPI of the selection done in UpdateSelectWindowViewport)
6874
                //ImGuiViewport* old_viewport = window->Viewport;
6875
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
6876
6877
                // FIXME-DPI
6878
                //IM_ASSERT(old_viewport->DpiScale == window->Viewport->DpiScale); // FIXME-DPI: Something went wrong
6879
0
                SetCurrentViewport(window, window->Viewport);
6880
0
                window->FontDpiScale = (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleFonts) ? window->Viewport->DpiScale : 1.0f;
6881
0
                SetCurrentWindow(window);
6882
0
            }
6883
6884
0
        if (window->ViewportOwned)
6885
0
            WindowSyncOwnedViewport(window, parent_window_in_stack);
6886
6887
        // Calculate the range of allowed position for that window (to be movable and visible past safe area padding)
6888
        // When clamping to stay visible, we will enforce that window->Pos stays inside of visibility_rect.
6889
0
        ImRect viewport_rect(window->Viewport->GetMainRect());
6890
0
        ImRect viewport_work_rect(window->Viewport->GetWorkRect());
6891
0
        ImVec2 visibility_padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
6892
0
        ImRect visibility_rect(viewport_work_rect.Min + visibility_padding, viewport_work_rect.Max - visibility_padding);
6893
6894
        // Clamp position/size so window stays visible within its viewport or monitor
6895
        // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
6896
        // FIXME: Similar to code in GetWindowAllowedExtentRect()
6897
0
        if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow))
6898
0
        {
6899
0
            if (!window->ViewportOwned && viewport_rect.GetWidth() > 0 && viewport_rect.GetHeight() > 0.0f)
6900
0
            {
6901
0
                ClampWindowPos(window, visibility_rect);
6902
0
            }
6903
0
            else if (window->ViewportOwned && g.PlatformIO.Monitors.Size > 0)
6904
0
            {
6905
                // Lost windows (e.g. a monitor disconnected) will naturally moved to the fallback/dummy monitor aka the main viewport.
6906
0
                const ImGuiPlatformMonitor* monitor = GetViewportPlatformMonitor(window->Viewport);
6907
0
                visibility_rect.Min = monitor->WorkPos + visibility_padding;
6908
0
                visibility_rect.Max = monitor->WorkPos + monitor->WorkSize - visibility_padding;
6909
0
                ClampWindowPos(window, visibility_rect);
6910
0
            }
6911
0
        }
6912
0
        window->Pos = ImFloor(window->Pos);
6913
6914
        // Lock window rounding for the frame (so that altering them doesn't cause inconsistencies)
6915
        // Large values tend to lead to variety of artifacts and are not recommended.
6916
0
        if (window->ViewportOwned || window->DockIsActive)
6917
0
            window->WindowRounding = 0.0f;
6918
0
        else
6919
0
            window->WindowRounding = (flags & ImGuiWindowFlags_ChildWindow) ? style.ChildRounding : ((flags & ImGuiWindowFlags_Popup) && !(flags & ImGuiWindowFlags_Modal)) ? style.PopupRounding : style.WindowRounding;
6920
6921
        // For windows with title bar or menu bar, we clamp to FrameHeight(FontSize + FramePadding.y * 2.0f) to completely hide artifacts.
6922
        //if ((window->Flags & ImGuiWindowFlags_MenuBar) || !(window->Flags & ImGuiWindowFlags_NoTitleBar))
6923
        //    window->WindowRounding = ImMin(window->WindowRounding, g.FontSize + style.FramePadding.y * 2.0f);
6924
6925
        // Apply window focus (new and reactivated windows are moved to front)
6926
0
        bool want_focus = false;
6927
0
        if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
6928
0
        {
6929
0
            if (flags & ImGuiWindowFlags_Popup)
6930
0
                want_focus = true;
6931
0
            else if ((window->DockIsActive || (flags & ImGuiWindowFlags_ChildWindow) == 0) && !(flags & ImGuiWindowFlags_Tooltip))
6932
0
                want_focus = true;
6933
0
        }
6934
6935
        // [Test Engine] Register whole window in the item system (before submitting further decorations)
6936
#ifdef IMGUI_ENABLE_TEST_ENGINE
6937
        if (g.TestEngineHookItems)
6938
        {
6939
            IM_ASSERT(window->IDStack.Size == 1);
6940
            window->IDStack.Size = 0; // As window->IDStack[0] == window->ID here, make sure TestEngine doesn't erroneously see window as parent of itself.
6941
            IMGUI_TEST_ENGINE_ITEM_ADD(window->ID, window->Rect(), NULL);
6942
            IMGUI_TEST_ENGINE_ITEM_INFO(window->ID, window->Name, (g.HoveredWindow == window) ? ImGuiItemStatusFlags_HoveredRect : 0);
6943
            window->IDStack.Size = 1;
6944
        }
6945
#endif
6946
6947
        // Decide if we are going to handle borders and resize grips
6948
0
        const bool handle_borders_and_resize_grips = (window->DockNodeAsHost || !window->DockIsActive);
6949
6950
        // Handle manual resize: Resize Grips, Borders, Gamepad
6951
0
        int border_held = -1;
6952
0
        ImU32 resize_grip_col[4] = {};
6953
0
        const int resize_grip_count = g.IO.ConfigWindowsResizeFromEdges ? 2 : 1; // Allow resize from lower-left if we have the mouse cursor feedback for it.
6954
0
        const float resize_grip_draw_size = IM_FLOOR(ImMax(g.FontSize * 1.10f, window->WindowRounding + 1.0f + g.FontSize * 0.2f));
6955
0
        if (handle_borders_and_resize_grips && !window->Collapsed)
6956
0
            if (UpdateWindowManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0], visibility_rect))
6957
0
                use_current_size_for_scrollbar_x = use_current_size_for_scrollbar_y = true;
6958
0
        window->ResizeBorderHeld = (signed char)border_held;
6959
6960
        // Synchronize window --> viewport again and one last time (clamping and manual resize may have affected either)
6961
0
        if (window->ViewportOwned)
6962
0
        {
6963
0
            if (!window->Viewport->PlatformRequestMove)
6964
0
                window->Viewport->Pos = window->Pos;
6965
0
            if (!window->Viewport->PlatformRequestResize)
6966
0
                window->Viewport->Size = window->Size;
6967
0
            window->Viewport->UpdateWorkRect();
6968
0
            viewport_rect = window->Viewport->GetMainRect();
6969
0
        }
6970
6971
        // Save last known viewport position within the window itself (so it can be saved in .ini file and restored)
6972
0
        window->ViewportPos = window->Viewport->Pos;
6973
6974
        // SCROLLBAR VISIBILITY
6975
6976
        // Update scrollbar visibility (based on the Size that was effective during last frame or the auto-resized Size).
6977
0
        if (!window->Collapsed)
6978
0
        {
6979
            // When reading the current size we need to read it after size constraints have been applied.
6980
            // Intentionally use previous frame values for InnerRect and ScrollbarSizes.
6981
            // And when we use window->DecorationUp here it doesn't have ScrollbarSizes.y applied yet.
6982
0
            ImVec2 avail_size_from_current_frame = ImVec2(window->SizeFull.x, window->SizeFull.y - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2));
6983
0
            ImVec2 avail_size_from_last_frame = window->InnerRect.GetSize() + scrollbar_sizes_from_last_frame;
6984
0
            ImVec2 needed_size_from_last_frame = window_just_created ? ImVec2(0, 0) : window->ContentSize + window->WindowPadding * 2.0f;
6985
0
            float size_x_for_scrollbars = use_current_size_for_scrollbar_x ? avail_size_from_current_frame.x : avail_size_from_last_frame.x;
6986
0
            float size_y_for_scrollbars = use_current_size_for_scrollbar_y ? avail_size_from_current_frame.y : avail_size_from_last_frame.y;
6987
            //bool scrollbar_y_from_last_frame = window->ScrollbarY; // FIXME: May want to use that in the ScrollbarX expression? How many pros vs cons?
6988
0
            window->ScrollbarY = (flags & ImGuiWindowFlags_AlwaysVerticalScrollbar) || ((needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar));
6989
0
            window->ScrollbarX = (flags & ImGuiWindowFlags_AlwaysHorizontalScrollbar) || ((needed_size_from_last_frame.x > size_x_for_scrollbars - (window->ScrollbarY ? style.ScrollbarSize : 0.0f)) && !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar));
6990
0
            if (window->ScrollbarX && !window->ScrollbarY)
6991
0
                window->ScrollbarY = (needed_size_from_last_frame.y > size_y_for_scrollbars) && !(flags & ImGuiWindowFlags_NoScrollbar);
6992
0
            window->ScrollbarSizes = ImVec2(window->ScrollbarY ? style.ScrollbarSize : 0.0f, window->ScrollbarX ? style.ScrollbarSize : 0.0f);
6993
6994
            // Amend the partially filled window->DecorationXXX values.
6995
0
            window->DecoOuterSizeX2 += window->ScrollbarSizes.x;
6996
0
            window->DecoOuterSizeY2 += window->ScrollbarSizes.y;
6997
0
        }
6998
6999
        // UPDATE RECTANGLES (1- THOSE NOT AFFECTED BY SCROLLING)
7000
        // Update various regions. Variables they depend on should be set above in this function.
7001
        // We set this up after processing the resize grip so that our rectangles doesn't lag by a frame.
7002
7003
        // Outer rectangle
7004
        // Not affected by window border size. Used by:
7005
        // - FindHoveredWindow() (w/ extra padding when border resize is enabled)
7006
        // - Begin() initial clipping rect for drawing window background and borders.
7007
        // - Begin() clipping whole child
7008
0
        const ImRect host_rect = ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip) ? parent_window->ClipRect : viewport_rect;
7009
0
        const ImRect outer_rect = window->Rect();
7010
0
        const ImRect title_bar_rect = window->TitleBarRect();
7011
0
        window->OuterRectClipped = outer_rect;
7012
0
        if (window->DockIsActive)
7013
0
            window->OuterRectClipped.Min.y += window->TitleBarHeight();
7014
0
        window->OuterRectClipped.ClipWith(host_rect);
7015
7016
        // Inner rectangle
7017
        // Not affected by window border size. Used by:
7018
        // - InnerClipRect
7019
        // - ScrollToRectEx()
7020
        // - NavUpdatePageUpPageDown()
7021
        // - Scrollbar()
7022
0
        window->InnerRect.Min.x = window->Pos.x + window->DecoOuterSizeX1;
7023
0
        window->InnerRect.Min.y = window->Pos.y + window->DecoOuterSizeY1;
7024
0
        window->InnerRect.Max.x = window->Pos.x + window->Size.x - window->DecoOuterSizeX2;
7025
0
        window->InnerRect.Max.y = window->Pos.y + window->Size.y - window->DecoOuterSizeY2;
7026
7027
        // Inner clipping rectangle.
7028
        // Will extend a little bit outside the normal work region.
7029
        // This is to allow e.g. Selectable or CollapsingHeader or some separators to cover that space.
7030
        // Force round operator last to ensure that e.g. (int)(max.x-min.x) in user's render code produce correct result.
7031
        // Note that if our window is collapsed we will end up with an inverted (~null) clipping rectangle which is the correct behavior.
7032
        // Affected by window/frame border size. Used by:
7033
        // - Begin() initial clip rect
7034
0
        float top_border_size = (((flags & ImGuiWindowFlags_MenuBar) || !(flags & ImGuiWindowFlags_NoTitleBar)) ? style.FrameBorderSize : window->WindowBorderSize);
7035
0
        window->InnerClipRect.Min.x = ImFloor(0.5f + window->InnerRect.Min.x + ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7036
0
        window->InnerClipRect.Min.y = ImFloor(0.5f + window->InnerRect.Min.y + top_border_size);
7037
0
        window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerRect.Max.x - ImMax(ImFloor(window->WindowPadding.x * 0.5f), window->WindowBorderSize));
7038
0
        window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerRect.Max.y - window->WindowBorderSize);
7039
0
        window->InnerClipRect.ClipWithFull(host_rect);
7040
7041
        // Default item width. Make it proportional to window size if window manually resizes
7042
0
        if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
7043
0
            window->ItemWidthDefault = ImFloor(window->Size.x * 0.65f);
7044
0
        else
7045
0
            window->ItemWidthDefault = ImFloor(g.FontSize * 16.0f);
7046
7047
        // SCROLLING
7048
7049
        // Lock down maximum scrolling
7050
        // The value of ScrollMax are ahead from ScrollbarX/ScrollbarY which is intentionally using InnerRect from previous rect in order to accommodate
7051
        // for right/bottom aligned items without creating a scrollbar.
7052
0
        window->ScrollMax.x = ImMax(0.0f, window->ContentSize.x + window->WindowPadding.x * 2.0f - window->InnerRect.GetWidth());
7053
0
        window->ScrollMax.y = ImMax(0.0f, window->ContentSize.y + window->WindowPadding.y * 2.0f - window->InnerRect.GetHeight());
7054
7055
        // Apply scrolling
7056
0
        window->Scroll = CalcNextScrollFromScrollTargetAndClamp(window);
7057
0
        window->ScrollTarget = ImVec2(FLT_MAX, FLT_MAX);
7058
0
        window->DecoInnerSizeX1 = window->DecoInnerSizeY1 = 0.0f;
7059
7060
        // DRAWING
7061
7062
        // Setup draw list and outer clipping rectangle
7063
0
        IM_ASSERT(window->DrawList->CmdBuffer.Size == 1 && window->DrawList->CmdBuffer[0].ElemCount == 0);
7064
0
        window->DrawList->PushTextureID(g.Font->ContainerAtlas->TexID);
7065
0
        PushClipRect(host_rect.Min, host_rect.Max, false);
7066
7067
        // Child windows can render their decoration (bg color, border, scrollbars, etc.) within their parent to save a draw call (since 1.71)
7068
        // When using overlapping child windows, this will break the assumption that child z-order is mapped to submission order.
7069
        // FIXME: User code may rely on explicit sorting of overlapping child window and would need to disable this somehow. Please get in contact if you are affected (github #4493)
7070
0
        const bool is_undocked_or_docked_visible = !window->DockIsActive || window->DockTabIsVisible;
7071
0
        if (is_undocked_or_docked_visible)
7072
0
        {
7073
0
            bool render_decorations_in_parent = false;
7074
0
            if ((flags & ImGuiWindowFlags_ChildWindow) && !(flags & ImGuiWindowFlags_Popup) && !window_is_child_tooltip)
7075
0
            {
7076
                // - We test overlap with the previous child window only (testing all would end up being O(log N) not a good investment here)
7077
                // - We disable this when the parent window has zero vertices, which is a common pattern leading to laying out multiple overlapping childs
7078
0
                ImGuiWindow* previous_child = parent_window->DC.ChildWindows.Size >= 2 ? parent_window->DC.ChildWindows[parent_window->DC.ChildWindows.Size - 2] : NULL;
7079
0
                bool previous_child_overlapping = previous_child ? previous_child->Rect().Overlaps(window->Rect()) : false;
7080
0
                bool parent_is_empty = (parent_window->DrawList->VtxBuffer.Size == 0);
7081
0
                if (window->DrawList->CmdBuffer.back().ElemCount == 0 && !parent_is_empty && !previous_child_overlapping)
7082
0
                    render_decorations_in_parent = true;
7083
0
            }
7084
0
            if (render_decorations_in_parent)
7085
0
                window->DrawList = parent_window->DrawList;
7086
7087
            // Handle title bar, scrollbar, resize grips and resize borders
7088
0
            const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
7089
0
            const bool title_bar_is_highlight = want_focus || (window_to_highlight && (window->RootWindowForTitleBarHighlight == window_to_highlight->RootWindowForTitleBarHighlight || (window->DockNode && window->DockNode == window_to_highlight->DockNode)));
7090
0
            RenderWindowDecorations(window, title_bar_rect, title_bar_is_highlight, handle_borders_and_resize_grips, resize_grip_count, resize_grip_col, resize_grip_draw_size);
7091
7092
0
            if (render_decorations_in_parent)
7093
0
                window->DrawList = &window->DrawListInst;
7094
0
        }
7095
7096
        // UPDATE RECTANGLES (2- THOSE AFFECTED BY SCROLLING)
7097
7098
        // Work rectangle.
7099
        // Affected by window padding and border size. Used by:
7100
        // - Columns() for right-most edge
7101
        // - TreeNode(), CollapsingHeader() for right-most edge
7102
        // - BeginTabBar() for right-most edge
7103
0
        const bool allow_scrollbar_x = !(flags & ImGuiWindowFlags_NoScrollbar) && (flags & ImGuiWindowFlags_HorizontalScrollbar);
7104
0
        const bool allow_scrollbar_y = !(flags & ImGuiWindowFlags_NoScrollbar);
7105
0
        const float work_rect_size_x = (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : ImMax(allow_scrollbar_x ? window->ContentSize.x : 0.0f, window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7106
0
        const float work_rect_size_y = (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : ImMax(allow_scrollbar_y ? window->ContentSize.y : 0.0f, window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7107
0
        window->WorkRect.Min.x = ImFloor(window->InnerRect.Min.x - window->Scroll.x + ImMax(window->WindowPadding.x, window->WindowBorderSize));
7108
0
        window->WorkRect.Min.y = ImFloor(window->InnerRect.Min.y - window->Scroll.y + ImMax(window->WindowPadding.y, window->WindowBorderSize));
7109
0
        window->WorkRect.Max.x = window->WorkRect.Min.x + work_rect_size_x;
7110
0
        window->WorkRect.Max.y = window->WorkRect.Min.y + work_rect_size_y;
7111
0
        window->ParentWorkRect = window->WorkRect;
7112
7113
        // [LEGACY] Content Region
7114
        // FIXME-OBSOLETE: window->ContentRegionRect.Max is currently very misleading / partly faulty, but some BeginChild() patterns relies on it.
7115
        // Used by:
7116
        // - Mouse wheel scrolling + many other things
7117
0
        window->ContentRegionRect.Min.x = window->Pos.x - window->Scroll.x + window->WindowPadding.x + window->DecoOuterSizeX1;
7118
0
        window->ContentRegionRect.Min.y = window->Pos.y - window->Scroll.y + window->WindowPadding.y + window->DecoOuterSizeY1;
7119
0
        window->ContentRegionRect.Max.x = window->ContentRegionRect.Min.x + (window->ContentSizeExplicit.x != 0.0f ? window->ContentSizeExplicit.x : (window->Size.x - window->WindowPadding.x * 2.0f - (window->DecoOuterSizeX1 + window->DecoOuterSizeX2)));
7120
0
        window->ContentRegionRect.Max.y = window->ContentRegionRect.Min.y + (window->ContentSizeExplicit.y != 0.0f ? window->ContentSizeExplicit.y : (window->Size.y - window->WindowPadding.y * 2.0f - (window->DecoOuterSizeY1 + window->DecoOuterSizeY2)));
7121
7122
        // Setup drawing context
7123
        // (NB: That term "drawing context / DC" lost its meaning a long time ago. Initially was meant to hold transient data only. Nowadays difference between window-> and window->DC-> is dubious.)
7124
0
        window->DC.Indent.x = window->DecoOuterSizeX1 + window->WindowPadding.x - window->Scroll.x;
7125
0
        window->DC.GroupOffset.x = 0.0f;
7126
0
        window->DC.ColumnsOffset.x = 0.0f;
7127
7128
        // Record the loss of precision of CursorStartPos which can happen due to really large scrolling amount.
7129
        // This is used by clipper to compensate and fix the most common use case of large scroll area. Easy and cheap, next best thing compared to switching everything to double or ImU64.
7130
0
        double start_pos_highp_x = (double)window->Pos.x + window->WindowPadding.x - (double)window->Scroll.x + window->DecoOuterSizeX1 + window->DC.ColumnsOffset.x;
7131
0
        double start_pos_highp_y = (double)window->Pos.y + window->WindowPadding.y - (double)window->Scroll.y + window->DecoOuterSizeY1;
7132
0
        window->DC.CursorStartPos  = ImVec2((float)start_pos_highp_x, (float)start_pos_highp_y);
7133
0
        window->DC.CursorStartPosLossyness = ImVec2((float)(start_pos_highp_x - window->DC.CursorStartPos.x), (float)(start_pos_highp_y - window->DC.CursorStartPos.y));
7134
0
        window->DC.CursorPos = window->DC.CursorStartPos;
7135
0
        window->DC.CursorPosPrevLine = window->DC.CursorPos;
7136
0
        window->DC.CursorMaxPos = window->DC.CursorStartPos;
7137
0
        window->DC.IdealMaxPos = window->DC.CursorStartPos;
7138
0
        window->DC.CurrLineSize = window->DC.PrevLineSize = ImVec2(0.0f, 0.0f);
7139
0
        window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset = 0.0f;
7140
0
        window->DC.IsSameLine = window->DC.IsSetPos = false;
7141
7142
0
        window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
7143
0
        window->DC.NavLayersActiveMask = window->DC.NavLayersActiveMaskNext;
7144
0
        window->DC.NavLayersActiveMaskNext = 0x00;
7145
0
        window->DC.NavIsScrollPushableX = true;
7146
0
        window->DC.NavHideHighlightOneFrame = false;
7147
0
        window->DC.NavWindowHasScrollY = (window->ScrollMax.y > 0.0f);
7148
7149
0
        window->DC.MenuBarAppending = false;
7150
0
        window->DC.MenuColumns.Update(style.ItemSpacing.x, window_just_activated_by_user);
7151
0
        window->DC.TreeDepth = 0;
7152
0
        window->DC.TreeJumpToParentOnPopMask = 0x00;
7153
0
        window->DC.ChildWindows.resize(0);
7154
0
        window->DC.StateStorage = &window->StateStorage;
7155
0
        window->DC.CurrentColumns = NULL;
7156
0
        window->DC.LayoutType = ImGuiLayoutType_Vertical;
7157
0
        window->DC.ParentLayoutType = parent_window ? parent_window->DC.LayoutType : ImGuiLayoutType_Vertical;
7158
7159
0
        window->DC.ItemWidth = window->ItemWidthDefault;
7160
0
        window->DC.TextWrapPos = -1.0f; // disabled
7161
0
        window->DC.ItemWidthStack.resize(0);
7162
0
        window->DC.TextWrapPosStack.resize(0);
7163
7164
0
        if (window->AutoFitFramesX > 0)
7165
0
            window->AutoFitFramesX--;
7166
0
        if (window->AutoFitFramesY > 0)
7167
0
            window->AutoFitFramesY--;
7168
7169
        // Apply focus (we need to call FocusWindow() AFTER setting DC.CursorStartPos so our initial navigation reference rectangle can start around there)
7170
        // We ImGuiFocusRequestFlags_UnlessBelowModal to:
7171
        // - Avoid focusing a window that is created outside of a modal. This will prevent active modal from being closed.
7172
        // - Position window behind the modal that is not a begin-parent of this window.
7173
0
        if (want_focus)
7174
0
            FocusWindow(window, ImGuiFocusRequestFlags_UnlessBelowModal);
7175
0
        if (want_focus && window == g.NavWindow)
7176
0
            NavInitWindow(window, false); // <-- this is in the way for us to be able to defer and sort reappearing FocusWindow() calls
7177
7178
        // Close requested by platform window
7179
0
        if (p_open != NULL && window->Viewport->PlatformRequestClose && window->Viewport != GetMainViewport())
7180
0
        {
7181
0
            if (!window->DockIsActive || window->DockTabIsVisible)
7182
0
            {
7183
0
                window->Viewport->PlatformRequestClose = false;
7184
0
                g.NavWindowingToggleLayer = false; // Assume user mapped PlatformRequestClose on ALT-F4 so we disable ALT for menu toggle. False positive not an issue.
7185
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' PlatformRequestClose\n", window->Name);
7186
0
                *p_open = false;
7187
0
            }
7188
0
        }
7189
7190
        // Title bar
7191
0
        if (!(flags & ImGuiWindowFlags_NoTitleBar) && !window->DockIsActive)
7192
0
            RenderWindowTitleBarContents(window, ImRect(title_bar_rect.Min.x + window->WindowBorderSize, title_bar_rect.Min.y, title_bar_rect.Max.x - window->WindowBorderSize, title_bar_rect.Max.y), name, p_open);
7193
7194
        // Clear hit test shape every frame
7195
0
        window->HitTestHoleSize.x = window->HitTestHoleSize.y = 0;
7196
7197
        // Pressing CTRL+C while holding on a window copy its content to the clipboard
7198
        // This works but 1. doesn't handle multiple Begin/End pairs, 2. recursing into another Begin/End pair - so we need to work that out and add better logging scope.
7199
        // Maybe we can support CTRL+C on every element?
7200
        /*
7201
        //if (g.NavWindow == window && g.ActiveId == 0)
7202
        if (g.ActiveId == window->MoveId)
7203
            if (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_C))
7204
                LogToClipboard();
7205
        */
7206
7207
0
        if (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable)
7208
0
        {
7209
            // Docking: Dragging a dockable window (or any of its child) turns it into a drag and drop source.
7210
            // We need to do this _before_ we overwrite window->DC.LastItemId below because BeginDockableDragDropSource() also overwrites it.
7211
0
            if ((g.MovingWindow == window) && (g.IO.ConfigDockingWithShift == g.IO.KeyShift))
7212
0
                if ((window->RootWindowDockTree->Flags & ImGuiWindowFlags_NoDocking) == 0)
7213
0
                    BeginDockableDragDropSource(window);
7214
7215
            // Docking: Any dockable window can act as a target. For dock node hosts we call BeginDockableDragDropTarget() in DockNodeUpdate() instead.
7216
0
            if (g.DragDropActive && !(flags & ImGuiWindowFlags_NoDocking))
7217
0
                if (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != window)
7218
0
                    if ((window == window->RootWindowDockTree) && !(window->Flags & ImGuiWindowFlags_DockNodeHost))
7219
0
                        BeginDockableDragDropTarget(window);
7220
0
        }
7221
7222
        // We fill last item data based on Title Bar/Tab, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
7223
        // This is useful to allow creating context menus on title bar only, etc.
7224
0
        if (window->DockIsActive)
7225
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, window->DockTabItemStatusFlags, window->DockTabItemRect);
7226
0
        else
7227
0
            SetLastItemData(window->MoveId, g.CurrentItemFlags, IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0, title_bar_rect);
7228
7229
        // [DEBUG]
7230
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
7231
0
        if (g.DebugLocateId != 0 && (window->ID == g.DebugLocateId || window->MoveId == g.DebugLocateId))
7232
0
            DebugLocateItemResolveWithLastItem();
7233
0
#endif
7234
7235
        // [Test Engine] Register title bar / tab with MoveId.
7236
#ifdef IMGUI_ENABLE_TEST_ENGINE
7237
        if (!(window->Flags & ImGuiWindowFlags_NoTitleBar))
7238
            IMGUI_TEST_ENGINE_ITEM_ADD(g.LastItemData.ID, g.LastItemData.Rect, &g.LastItemData);
7239
#endif
7240
0
    }
7241
0
    else
7242
0
    {
7243
        // Append
7244
0
        SetCurrentViewport(window, window->Viewport);
7245
0
        SetCurrentWindow(window);
7246
0
    }
7247
7248
0
    if (!(flags & ImGuiWindowFlags_DockNodeHost))
7249
0
        PushClipRect(window->InnerClipRect.Min, window->InnerClipRect.Max, true);
7250
7251
    // Clear 'accessed' flag last thing (After PushClipRect which will set the flag. We want the flag to stay false when the default "Debug" window is unused)
7252
0
    window->WriteAccessed = false;
7253
0
    window->BeginCount++;
7254
0
    g.NextWindowData.ClearFlags();
7255
7256
    // Update visibility
7257
0
    if (first_begin_of_the_frame)
7258
0
    {
7259
        // When we are about to select this tab (which will only be visible on the _next frame_), flag it with a non-zero HiddenFramesCannotSkipItems.
7260
        // This will have the important effect of actually returning true in Begin() and not setting SkipItems, allowing an earlier submission of the window contents.
7261
        // This is analogous to regular windows being hidden from one frame.
7262
        // It is especially important as e.g. nested TabBars would otherwise generate flicker in the form of one empty frame, or focus requests won't be processed.
7263
0
        if (window->DockIsActive && !window->DockTabIsVisible)
7264
0
        {
7265
0
            if (window->LastFrameJustFocused == g.FrameCount)
7266
0
                window->HiddenFramesCannotSkipItems = 1;
7267
0
            else
7268
0
                window->HiddenFramesCanSkipItems = 1;
7269
0
        }
7270
7271
0
        if (flags & ImGuiWindowFlags_ChildWindow)
7272
0
        {
7273
            // Child window can be out of sight and have "negative" clip windows.
7274
            // Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
7275
0
            IM_ASSERT((flags& ImGuiWindowFlags_NoTitleBar) != 0 || (window->DockIsActive));
7276
0
            if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0) // FIXME: Doesn't make sense for ChildWindow??
7277
0
            {
7278
0
                const bool nav_request = (flags & ImGuiWindowFlags_NavFlattened) && (g.NavAnyRequest && g.NavWindow && g.NavWindow->RootWindowForNav == window->RootWindowForNav);
7279
0
                if (!g.LogEnabled && !nav_request)
7280
0
                    if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
7281
0
                        window->HiddenFramesCanSkipItems = 1;
7282
0
            }
7283
7284
            // Hide along with parent or if parent is collapsed
7285
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCanSkipItems > 0))
7286
0
                window->HiddenFramesCanSkipItems = 1;
7287
0
            if (parent_window && (parent_window->Collapsed || parent_window->HiddenFramesCannotSkipItems > 0))
7288
0
                window->HiddenFramesCannotSkipItems = 1;
7289
0
        }
7290
7291
        // Don't render if style alpha is 0.0 at the time of Begin(). This is arbitrary and inconsistent but has been there for a long while (may remove at some point)
7292
0
        if (style.Alpha <= 0.0f)
7293
0
            window->HiddenFramesCanSkipItems = 1;
7294
7295
        // Update the Hidden flag
7296
0
        bool hidden_regular = (window->HiddenFramesCanSkipItems > 0) || (window->HiddenFramesCannotSkipItems > 0);
7297
0
        window->Hidden = hidden_regular || (window->HiddenFramesForRenderOnly > 0);
7298
7299
        // Disable inputs for requested number of frames
7300
0
        if (window->DisableInputsFrames > 0)
7301
0
        {
7302
0
            window->DisableInputsFrames--;
7303
0
            window->Flags |= ImGuiWindowFlags_NoInputs;
7304
0
        }
7305
7306
        // Update the SkipItems flag, used to early out of all items functions (no layout required)
7307
0
        bool skip_items = false;
7308
0
        if (window->Collapsed || !window->Active || hidden_regular)
7309
0
            if (window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && window->HiddenFramesCannotSkipItems <= 0)
7310
0
                skip_items = true;
7311
0
        window->SkipItems = skip_items;
7312
7313
        // Restore NavLayersActiveMaskNext to previous value when not visible, so a CTRL+Tab back can use a safe value.
7314
0
        if (window->SkipItems)
7315
0
            window->DC.NavLayersActiveMaskNext = window->DC.NavLayersActiveMask;
7316
7317
        // Sanity check: there are two spots which can set Appearing = true
7318
        // - when 'window_just_activated_by_user' is set -> HiddenFramesCannotSkipItems is set -> SkipItems always false
7319
        // - in BeginDocked() path when DockNodeIsVisible == DockTabIsVisible == true -> hidden _should_ be all zero // FIXME: Not formally proven, hence the assert.
7320
0
        if (window->SkipItems && !window->Appearing)
7321
0
            IM_ASSERT(window->Appearing == false); // Please report on GitHub if this triggers: https://github.com/ocornut/imgui/issues/4177
7322
0
    }
7323
7324
    // [DEBUG] io.ConfigDebugBeginReturnValue override return value to test Begin/End and BeginChild/EndChild behaviors.
7325
    // (The implicit fallback window is NOT automatically ended allowing it to always be able to receive commands without crashing)
7326
0
    if (!window->IsFallbackWindow && ((g.IO.ConfigDebugBeginReturnValueOnce && window_just_created) || (g.IO.ConfigDebugBeginReturnValueLoop && g.DebugBeginReturnValueCullDepth == g.CurrentWindowStack.Size)))
7327
0
    {
7328
0
        if (window->AutoFitFramesX > 0) { window->AutoFitFramesX++; }
7329
0
        if (window->AutoFitFramesY > 0) { window->AutoFitFramesY++; }
7330
0
        return false;
7331
0
    }
7332
7333
0
    return !window->SkipItems;
7334
0
}
7335
7336
void ImGui::End()
7337
0
{
7338
0
    ImGuiContext& g = *GImGui;
7339
0
    ImGuiWindow* window = g.CurrentWindow;
7340
7341
    // Error checking: verify that user hasn't called End() too many times!
7342
0
    if (g.CurrentWindowStack.Size <= 1 && g.WithinFrameScopeWithImplicitWindow)
7343
0
    {
7344
0
        IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size > 1, "Calling End() too many times!");
7345
0
        return;
7346
0
    }
7347
0
    IM_ASSERT(g.CurrentWindowStack.Size > 0);
7348
7349
    // Error checking: verify that user doesn't directly call End() on a child window.
7350
0
    if ((window->Flags & ImGuiWindowFlags_ChildWindow) && !(window->Flags & ImGuiWindowFlags_DockNodeHost) && !window->DockIsActive)
7351
0
        IM_ASSERT_USER_ERROR(g.WithinEndChild, "Must call EndChild() and not End()!");
7352
7353
    // Close anything that is open
7354
0
    if (window->DC.CurrentColumns)
7355
0
        EndColumns();
7356
0
    if (!(window->Flags & ImGuiWindowFlags_DockNodeHost))   // Pop inner window clip rectangle
7357
0
        PopClipRect();
7358
0
    PopFocusScope();
7359
7360
    // Stop logging
7361
0
    if (!(window->Flags & ImGuiWindowFlags_ChildWindow))    // FIXME: add more options for scope of logging
7362
0
        LogFinish();
7363
7364
0
    if (window->DC.IsSetPos)
7365
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
7366
7367
    // Docking: report contents sizes to parent to allow for auto-resize
7368
0
    if (window->DockNode && window->DockTabIsVisible)
7369
0
        if (ImGuiWindow* host_window = window->DockNode->HostWindow)         // FIXME-DOCK
7370
0
            host_window->DC.CursorMaxPos = window->DC.CursorMaxPos + window->WindowPadding - host_window->WindowPadding;
7371
7372
    // Pop from window stack
7373
0
    g.LastItemData = g.CurrentWindowStack.back().ParentLastItemDataBackup;
7374
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
7375
0
        g.BeginMenuCount--;
7376
0
    if (window->Flags & ImGuiWindowFlags_Popup)
7377
0
        g.BeginPopupStack.pop_back();
7378
0
    g.CurrentWindowStack.back().StackSizesOnBegin.CompareWithContextState(&g);
7379
0
    g.CurrentWindowStack.pop_back();
7380
0
    SetCurrentWindow(g.CurrentWindowStack.Size == 0 ? NULL : g.CurrentWindowStack.back().Window);
7381
0
    if (g.CurrentWindow)
7382
0
        SetCurrentViewport(g.CurrentWindow, g.CurrentWindow->Viewport);
7383
0
}
7384
7385
void ImGui::BringWindowToFocusFront(ImGuiWindow* window)
7386
0
{
7387
0
    ImGuiContext& g = *GImGui;
7388
0
    IM_ASSERT(window == window->RootWindow);
7389
7390
0
    const int cur_order = window->FocusOrder;
7391
0
    IM_ASSERT(g.WindowsFocusOrder[cur_order] == window);
7392
0
    if (g.WindowsFocusOrder.back() == window)
7393
0
        return;
7394
7395
0
    const int new_order = g.WindowsFocusOrder.Size - 1;
7396
0
    for (int n = cur_order; n < new_order; n++)
7397
0
    {
7398
0
        g.WindowsFocusOrder[n] = g.WindowsFocusOrder[n + 1];
7399
0
        g.WindowsFocusOrder[n]->FocusOrder--;
7400
0
        IM_ASSERT(g.WindowsFocusOrder[n]->FocusOrder == n);
7401
0
    }
7402
0
    g.WindowsFocusOrder[new_order] = window;
7403
0
    window->FocusOrder = (short)new_order;
7404
0
}
7405
7406
void ImGui::BringWindowToDisplayFront(ImGuiWindow* window)
7407
0
{
7408
0
    ImGuiContext& g = *GImGui;
7409
0
    ImGuiWindow* current_front_window = g.Windows.back();
7410
0
    if (current_front_window == window || current_front_window->RootWindowDockTree == window) // Cheap early out (could be better)
7411
0
        return;
7412
0
    for (int i = g.Windows.Size - 2; i >= 0; i--) // We can ignore the top-most window
7413
0
        if (g.Windows[i] == window)
7414
0
        {
7415
0
            memmove(&g.Windows[i], &g.Windows[i + 1], (size_t)(g.Windows.Size - i - 1) * sizeof(ImGuiWindow*));
7416
0
            g.Windows[g.Windows.Size - 1] = window;
7417
0
            break;
7418
0
        }
7419
0
}
7420
7421
void ImGui::BringWindowToDisplayBack(ImGuiWindow* window)
7422
0
{
7423
0
    ImGuiContext& g = *GImGui;
7424
0
    if (g.Windows[0] == window)
7425
0
        return;
7426
0
    for (int i = 0; i < g.Windows.Size; i++)
7427
0
        if (g.Windows[i] == window)
7428
0
        {
7429
0
            memmove(&g.Windows[1], &g.Windows[0], (size_t)i * sizeof(ImGuiWindow*));
7430
0
            g.Windows[0] = window;
7431
0
            break;
7432
0
        }
7433
0
}
7434
7435
void ImGui::BringWindowToDisplayBehind(ImGuiWindow* window, ImGuiWindow* behind_window)
7436
0
{
7437
0
    IM_ASSERT(window != NULL && behind_window != NULL);
7438
0
    ImGuiContext& g = *GImGui;
7439
0
    window = window->RootWindow;
7440
0
    behind_window = behind_window->RootWindow;
7441
0
    int pos_wnd = FindWindowDisplayIndex(window);
7442
0
    int pos_beh = FindWindowDisplayIndex(behind_window);
7443
0
    if (pos_wnd < pos_beh)
7444
0
    {
7445
0
        size_t copy_bytes = (pos_beh - pos_wnd - 1) * sizeof(ImGuiWindow*);
7446
0
        memmove(&g.Windows.Data[pos_wnd], &g.Windows.Data[pos_wnd + 1], copy_bytes);
7447
0
        g.Windows[pos_beh - 1] = window;
7448
0
    }
7449
0
    else
7450
0
    {
7451
0
        size_t copy_bytes = (pos_wnd - pos_beh) * sizeof(ImGuiWindow*);
7452
0
        memmove(&g.Windows.Data[pos_beh + 1], &g.Windows.Data[pos_beh], copy_bytes);
7453
0
        g.Windows[pos_beh] = window;
7454
0
    }
7455
0
}
7456
7457
int ImGui::FindWindowDisplayIndex(ImGuiWindow* window)
7458
0
{
7459
0
    ImGuiContext& g = *GImGui;
7460
0
    return g.Windows.index_from_ptr(g.Windows.find(window));
7461
0
}
7462
7463
// Moving window to front of display and set focus (which happens to be back of our sorted list)
7464
void ImGui::FocusWindow(ImGuiWindow* window, ImGuiFocusRequestFlags flags)
7465
0
{
7466
0
    ImGuiContext& g = *GImGui;
7467
7468
    // Modal check?
7469
0
    if ((flags & ImGuiFocusRequestFlags_UnlessBelowModal) && (g.NavWindow != window)) // Early out in common case.
7470
0
        if (ImGuiWindow* blocking_modal = FindBlockingModal(window))
7471
0
        {
7472
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] FocusWindow(\"%s\", UnlessBelowModal): prevented by \"%s\".\n", window ? window->Name : "<NULL>", blocking_modal->Name);
7473
0
            if (window && window == window->RootWindow && (window->Flags & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7474
0
                BringWindowToDisplayBehind(window, blocking_modal); // Still bring to right below modal.
7475
0
            return;
7476
0
        }
7477
7478
    // Find last focused child (if any) and focus it instead.
7479
0
    if ((flags & ImGuiFocusRequestFlags_RestoreFocusedChild) && window != NULL)
7480
0
        window = NavRestoreLastChildNavWindow(window);
7481
7482
    // Apply focus
7483
0
    if (g.NavWindow != window)
7484
0
    {
7485
0
        SetNavWindow(window);
7486
0
        if (window && g.NavDisableMouseHover)
7487
0
            g.NavMousePosDirty = true;
7488
0
        g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
7489
0
        g.NavLayer = ImGuiNavLayer_Main;
7490
0
        g.NavFocusScopeId = window ? window->NavRootFocusScopeId : 0;
7491
0
        g.NavIdIsAlive = false;
7492
7493
        // Close popups if any
7494
0
        ClosePopupsOverWindow(window, false);
7495
0
    }
7496
7497
    // Move the root window to the top of the pile
7498
0
    IM_ASSERT(window == NULL || window->RootWindowDockTree != NULL);
7499
0
    ImGuiWindow* focus_front_window = window ? window->RootWindow : NULL;
7500
0
    ImGuiWindow* display_front_window = window ? window->RootWindowDockTree : NULL;
7501
0
    ImGuiDockNode* dock_node = window ? window->DockNode : NULL;
7502
0
    bool active_id_window_is_dock_node_host = (g.ActiveIdWindow && dock_node && dock_node->HostWindow == g.ActiveIdWindow);
7503
7504
    // Steal active widgets. Some of the cases it triggers includes:
7505
    // - Focus a window while an InputText in another window is active, if focus happens before the old InputText can run.
7506
    // - When using Nav to activate menu items (due to timing of activating on press->new window appears->losing ActiveId)
7507
    // - Using dock host items (tab, collapse button) can trigger this before we redirect the ActiveIdWindow toward the child window.
7508
0
    if (g.ActiveId != 0 && g.ActiveIdWindow && g.ActiveIdWindow->RootWindow != focus_front_window)
7509
0
        if (!g.ActiveIdNoClearOnFocusLoss && !active_id_window_is_dock_node_host)
7510
0
            ClearActiveID();
7511
7512
    // Passing NULL allow to disable keyboard focus
7513
0
    if (!window)
7514
0
        return;
7515
0
    window->LastFrameJustFocused = g.FrameCount;
7516
7517
    // Select in dock node
7518
0
    if (dock_node && dock_node->TabBar)
7519
0
        dock_node->TabBar->SelectedTabId = dock_node->TabBar->NextSelectedTabId = window->TabId;
7520
7521
    // Bring to front
7522
0
    BringWindowToFocusFront(focus_front_window);
7523
0
    if (((window->Flags | focus_front_window->Flags | display_front_window->Flags) & ImGuiWindowFlags_NoBringToFrontOnFocus) == 0)
7524
0
        BringWindowToDisplayFront(display_front_window);
7525
0
}
7526
7527
void ImGui::FocusTopMostWindowUnderOne(ImGuiWindow* under_this_window, ImGuiWindow* ignore_window, ImGuiViewport* filter_viewport, ImGuiFocusRequestFlags flags)
7528
0
{
7529
0
    ImGuiContext& g = *GImGui;
7530
0
    int start_idx = g.WindowsFocusOrder.Size - 1;
7531
0
    if (under_this_window != NULL)
7532
0
    {
7533
        // Aim at root window behind us, if we are in a child window that's our own root (see #4640)
7534
0
        int offset = -1;
7535
0
        while (under_this_window->Flags & ImGuiWindowFlags_ChildWindow)
7536
0
        {
7537
0
            under_this_window = under_this_window->ParentWindow;
7538
0
            offset = 0;
7539
0
        }
7540
0
        start_idx = FindWindowFocusIndex(under_this_window) + offset;
7541
0
    }
7542
0
    for (int i = start_idx; i >= 0; i--)
7543
0
    {
7544
        // We may later decide to test for different NoXXXInputs based on the active navigation input (mouse vs nav) but that may feel more confusing to the user.
7545
0
        ImGuiWindow* window = g.WindowsFocusOrder[i];
7546
0
        IM_ASSERT(window == window->RootWindow);
7547
0
        if (window == ignore_window || !window->WasActive)
7548
0
            continue;
7549
0
        if (filter_viewport != NULL && window->Viewport != filter_viewport)
7550
0
            continue;
7551
0
        if ((window->Flags & (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs)) != (ImGuiWindowFlags_NoMouseInputs | ImGuiWindowFlags_NoNavInputs))
7552
0
        {
7553
            // FIXME-DOCK: When ImGuiFocusRequestFlags_RestoreFocusedChild is set...
7554
            // This is failing (lagging by one frame) for docked windows.
7555
            // If A and B are docked into window and B disappear, at the NewFrame() call site window->NavLastChildNavWindow will still point to B.
7556
            // We might leverage the tab order implicitly stored in window->DockNodeAsHost->TabBar (essentially the 'most_recently_selected_tab' code in tab bar will do that but on next update)
7557
            // to tell which is the "previous" window. Or we may leverage 'LastFrameFocused/LastFrameJustFocused' and have this function handle child window itself?
7558
0
            FocusWindow(window, flags);
7559
0
            return;
7560
0
        }
7561
0
    }
7562
0
    FocusWindow(NULL, flags);
7563
0
}
7564
7565
// Important: this alone doesn't alter current ImDrawList state. This is called by PushFont/PopFont only.
7566
void ImGui::SetCurrentFont(ImFont* font)
7567
0
{
7568
0
    ImGuiContext& g = *GImGui;
7569
0
    IM_ASSERT(font && font->IsLoaded());    // Font Atlas not created. Did you call io.Fonts->GetTexDataAsRGBA32 / GetTexDataAsAlpha8 ?
7570
0
    IM_ASSERT(font->Scale > 0.0f);
7571
0
    g.Font = font;
7572
0
    g.FontBaseSize = ImMax(1.0f, g.IO.FontGlobalScale * g.Font->FontSize * g.Font->Scale);
7573
0
    g.FontSize = g.CurrentWindow ? g.CurrentWindow->CalcFontSize() : 0.0f;
7574
7575
0
    ImFontAtlas* atlas = g.Font->ContainerAtlas;
7576
0
    g.DrawListSharedData.TexUvWhitePixel = atlas->TexUvWhitePixel;
7577
0
    g.DrawListSharedData.TexUvLines = atlas->TexUvLines;
7578
0
    g.DrawListSharedData.Font = g.Font;
7579
0
    g.DrawListSharedData.FontSize = g.FontSize;
7580
0
}
7581
7582
void ImGui::PushFont(ImFont* font)
7583
0
{
7584
0
    ImGuiContext& g = *GImGui;
7585
0
    if (!font)
7586
0
        font = GetDefaultFont();
7587
0
    SetCurrentFont(font);
7588
0
    g.FontStack.push_back(font);
7589
0
    g.CurrentWindow->DrawList->PushTextureID(font->ContainerAtlas->TexID);
7590
0
}
7591
7592
void  ImGui::PopFont()
7593
0
{
7594
0
    ImGuiContext& g = *GImGui;
7595
0
    g.CurrentWindow->DrawList->PopTextureID();
7596
0
    g.FontStack.pop_back();
7597
0
    SetCurrentFont(g.FontStack.empty() ? GetDefaultFont() : g.FontStack.back());
7598
0
}
7599
7600
void ImGui::PushItemFlag(ImGuiItemFlags option, bool enabled)
7601
0
{
7602
0
    ImGuiContext& g = *GImGui;
7603
0
    ImGuiItemFlags item_flags = g.CurrentItemFlags;
7604
0
    IM_ASSERT(item_flags == g.ItemFlagsStack.back());
7605
0
    if (enabled)
7606
0
        item_flags |= option;
7607
0
    else
7608
0
        item_flags &= ~option;
7609
0
    g.CurrentItemFlags = item_flags;
7610
0
    g.ItemFlagsStack.push_back(item_flags);
7611
0
}
7612
7613
void ImGui::PopItemFlag()
7614
0
{
7615
0
    ImGuiContext& g = *GImGui;
7616
0
    IM_ASSERT(g.ItemFlagsStack.Size > 1); // Too many calls to PopItemFlag() - we always leave a 0 at the bottom of the stack.
7617
0
    g.ItemFlagsStack.pop_back();
7618
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7619
0
}
7620
7621
// BeginDisabled()/EndDisabled()
7622
// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled)
7623
// - Visually this is currently altering alpha, but it is expected that in a future styling system this would work differently.
7624
// - Feedback welcome at https://github.com/ocornut/imgui/issues/211
7625
// - BeginDisabled(false) essentially does nothing useful but is provided to facilitate use of boolean expressions. If you can avoid calling BeginDisabled(False)/EndDisabled() best to avoid it.
7626
// - Optimized shortcuts instead of PushStyleVar() + PushItemFlag()
7627
void ImGui::BeginDisabled(bool disabled)
7628
0
{
7629
0
    ImGuiContext& g = *GImGui;
7630
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7631
0
    if (!was_disabled && disabled)
7632
0
    {
7633
0
        g.DisabledAlphaBackup = g.Style.Alpha;
7634
0
        g.Style.Alpha *= g.Style.DisabledAlpha; // PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * g.Style.DisabledAlpha);
7635
0
    }
7636
0
    if (was_disabled || disabled)
7637
0
        g.CurrentItemFlags |= ImGuiItemFlags_Disabled;
7638
0
    g.ItemFlagsStack.push_back(g.CurrentItemFlags);
7639
0
    g.DisabledStackSize++;
7640
0
}
7641
7642
void ImGui::EndDisabled()
7643
0
{
7644
0
    ImGuiContext& g = *GImGui;
7645
0
    IM_ASSERT(g.DisabledStackSize > 0);
7646
0
    g.DisabledStackSize--;
7647
0
    bool was_disabled = (g.CurrentItemFlags & ImGuiItemFlags_Disabled) != 0;
7648
    //PopItemFlag();
7649
0
    g.ItemFlagsStack.pop_back();
7650
0
    g.CurrentItemFlags = g.ItemFlagsStack.back();
7651
0
    if (was_disabled && (g.CurrentItemFlags & ImGuiItemFlags_Disabled) == 0)
7652
0
        g.Style.Alpha = g.DisabledAlphaBackup; //PopStyleVar();
7653
0
}
7654
7655
void ImGui::PushTabStop(bool tab_stop)
7656
0
{
7657
0
    PushItemFlag(ImGuiItemFlags_NoTabStop, !tab_stop);
7658
0
}
7659
7660
void ImGui::PopTabStop()
7661
0
{
7662
0
    PopItemFlag();
7663
0
}
7664
7665
void ImGui::PushButtonRepeat(bool repeat)
7666
0
{
7667
0
    PushItemFlag(ImGuiItemFlags_ButtonRepeat, repeat);
7668
0
}
7669
7670
void ImGui::PopButtonRepeat()
7671
0
{
7672
0
    PopItemFlag();
7673
0
}
7674
7675
void ImGui::PushTextWrapPos(float wrap_pos_x)
7676
0
{
7677
0
    ImGuiWindow* window = GetCurrentWindow();
7678
0
    window->DC.TextWrapPosStack.push_back(window->DC.TextWrapPos);
7679
0
    window->DC.TextWrapPos = wrap_pos_x;
7680
0
}
7681
7682
void ImGui::PopTextWrapPos()
7683
0
{
7684
0
    ImGuiWindow* window = GetCurrentWindow();
7685
0
    window->DC.TextWrapPos = window->DC.TextWrapPosStack.back();
7686
0
    window->DC.TextWrapPosStack.pop_back();
7687
0
}
7688
7689
static ImGuiWindow* GetCombinedRootWindow(ImGuiWindow* window, bool popup_hierarchy, bool dock_hierarchy)
7690
0
{
7691
0
    ImGuiWindow* last_window = NULL;
7692
0
    while (last_window != window)
7693
0
    {
7694
0
        last_window = window;
7695
0
        window = window->RootWindow;
7696
0
        if (popup_hierarchy)
7697
0
            window = window->RootWindowPopupTree;
7698
0
    if (dock_hierarchy)
7699
0
      window = window->RootWindowDockTree;
7700
0
  }
7701
0
    return window;
7702
0
}
7703
7704
bool ImGui::IsWindowChildOf(ImGuiWindow* window, ImGuiWindow* potential_parent, bool popup_hierarchy, bool dock_hierarchy)
7705
0
{
7706
0
    ImGuiWindow* window_root = GetCombinedRootWindow(window, popup_hierarchy, dock_hierarchy);
7707
0
    if (window_root == potential_parent)
7708
0
        return true;
7709
0
    while (window != NULL)
7710
0
    {
7711
0
        if (window == potential_parent)
7712
0
            return true;
7713
0
        if (window == window_root) // end of chain
7714
0
            return false;
7715
0
        window = window->ParentWindow;
7716
0
    }
7717
0
    return false;
7718
0
}
7719
7720
bool ImGui::IsWindowWithinBeginStackOf(ImGuiWindow* window, ImGuiWindow* potential_parent)
7721
0
{
7722
0
    if (window->RootWindow == potential_parent)
7723
0
        return true;
7724
0
    while (window != NULL)
7725
0
    {
7726
0
        if (window == potential_parent)
7727
0
            return true;
7728
0
        window = window->ParentWindowInBeginStack;
7729
0
    }
7730
0
    return false;
7731
0
}
7732
7733
bool ImGui::IsWindowAbove(ImGuiWindow* potential_above, ImGuiWindow* potential_below)
7734
0
{
7735
0
    ImGuiContext& g = *GImGui;
7736
7737
    // It would be saner to ensure that display layer is always reflected in the g.Windows[] order, which would likely requires altering all manipulations of that array
7738
0
    const int display_layer_delta = GetWindowDisplayLayer(potential_above) - GetWindowDisplayLayer(potential_below);
7739
0
    if (display_layer_delta != 0)
7740
0
        return display_layer_delta > 0;
7741
7742
0
    for (int i = g.Windows.Size - 1; i >= 0; i--)
7743
0
    {
7744
0
        ImGuiWindow* candidate_window = g.Windows[i];
7745
0
        if (candidate_window == potential_above)
7746
0
            return true;
7747
0
        if (candidate_window == potential_below)
7748
0
            return false;
7749
0
    }
7750
0
    return false;
7751
0
}
7752
7753
bool ImGui::IsWindowHovered(ImGuiHoveredFlags flags)
7754
0
{
7755
0
    IM_ASSERT((flags & (ImGuiHoveredFlags_AllowWhenOverlapped | ImGuiHoveredFlags_AllowWhenDisabled)) == 0);   // Flags not supported by this function
7756
0
    ImGuiContext& g = *GImGui;
7757
0
    ImGuiWindow* ref_window = g.HoveredWindow;
7758
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7759
0
    if (ref_window == NULL)
7760
0
        return false;
7761
7762
0
    if ((flags & ImGuiHoveredFlags_AnyWindow) == 0)
7763
0
    {
7764
0
        IM_ASSERT(cur_window); // Not inside a Begin()/End()
7765
0
        const bool popup_hierarchy = (flags & ImGuiHoveredFlags_NoPopupHierarchy) == 0;
7766
0
        const bool dock_hierarchy = (flags & ImGuiHoveredFlags_DockHierarchy) != 0;
7767
0
        if (flags & ImGuiHoveredFlags_RootWindow)
7768
0
            cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7769
7770
0
        bool result;
7771
0
        if (flags & ImGuiHoveredFlags_ChildWindows)
7772
0
            result = IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7773
0
        else
7774
0
            result = (ref_window == cur_window);
7775
0
        if (!result)
7776
0
            return false;
7777
0
    }
7778
7779
0
    if (!IsWindowContentHoverable(ref_window, flags))
7780
0
        return false;
7781
0
    if (!(flags & ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
7782
0
        if (g.ActiveId != 0 && !g.ActiveIdAllowOverlap && g.ActiveId != ref_window->MoveId)
7783
0
            return false;
7784
0
    return true;
7785
0
}
7786
7787
bool ImGui::IsWindowFocused(ImGuiFocusedFlags flags)
7788
0
{
7789
0
    ImGuiContext& g = *GImGui;
7790
0
    ImGuiWindow* ref_window = g.NavWindow;
7791
0
    ImGuiWindow* cur_window = g.CurrentWindow;
7792
7793
0
    if (ref_window == NULL)
7794
0
        return false;
7795
0
    if (flags & ImGuiFocusedFlags_AnyWindow)
7796
0
        return true;
7797
7798
0
    IM_ASSERT(cur_window); // Not inside a Begin()/End()
7799
0
    const bool popup_hierarchy = (flags & ImGuiFocusedFlags_NoPopupHierarchy) == 0;
7800
0
    const bool dock_hierarchy = (flags & ImGuiFocusedFlags_DockHierarchy) != 0;
7801
0
    if (flags & ImGuiHoveredFlags_RootWindow)
7802
0
        cur_window = GetCombinedRootWindow(cur_window, popup_hierarchy, dock_hierarchy);
7803
7804
0
    if (flags & ImGuiHoveredFlags_ChildWindows)
7805
0
        return IsWindowChildOf(ref_window, cur_window, popup_hierarchy, dock_hierarchy);
7806
0
    else
7807
0
        return (ref_window == cur_window);
7808
0
}
7809
7810
ImGuiID ImGui::GetWindowDockID()
7811
0
{
7812
0
    ImGuiContext& g = *GImGui;
7813
0
    return g.CurrentWindow->DockId;
7814
0
}
7815
7816
bool ImGui::IsWindowDocked()
7817
0
{
7818
0
    ImGuiContext& g = *GImGui;
7819
0
    return g.CurrentWindow->DockIsActive;
7820
0
}
7821
7822
// Can we focus this window with CTRL+TAB (or PadMenu + PadFocusPrev/PadFocusNext)
7823
// Note that NoNavFocus makes the window not reachable with CTRL+TAB but it can still be focused with mouse or programmatically.
7824
// If you want a window to never be focused, you may use the e.g. NoInputs flag.
7825
bool ImGui::IsWindowNavFocusable(ImGuiWindow* window)
7826
0
{
7827
0
    return window->WasActive && window == window->RootWindow && !(window->Flags & ImGuiWindowFlags_NoNavFocus);
7828
0
}
7829
7830
float ImGui::GetWindowWidth()
7831
0
{
7832
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7833
0
    return window->Size.x;
7834
0
}
7835
7836
float ImGui::GetWindowHeight()
7837
0
{
7838
0
    ImGuiWindow* window = GImGui->CurrentWindow;
7839
0
    return window->Size.y;
7840
0
}
7841
7842
ImVec2 ImGui::GetWindowPos()
7843
0
{
7844
0
    ImGuiContext& g = *GImGui;
7845
0
    ImGuiWindow* window = g.CurrentWindow;
7846
0
    return window->Pos;
7847
0
}
7848
7849
void ImGui::SetWindowPos(ImGuiWindow* window, const ImVec2& pos, ImGuiCond cond)
7850
0
{
7851
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7852
0
    if (cond && (window->SetWindowPosAllowFlags & cond) == 0)
7853
0
        return;
7854
7855
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7856
0
    window->SetWindowPosAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7857
0
    window->SetWindowPosVal = ImVec2(FLT_MAX, FLT_MAX);
7858
7859
    // Set
7860
0
    const ImVec2 old_pos = window->Pos;
7861
0
    window->Pos = ImFloor(pos);
7862
0
    ImVec2 offset = window->Pos - old_pos;
7863
0
    if (offset.x == 0.0f && offset.y == 0.0f)
7864
0
        return;
7865
0
    MarkIniSettingsDirty(window);
7866
    // FIXME: share code with TranslateWindow(), need to confirm whether the 3 rect modified by TranslateWindow() are desirable here.
7867
0
    window->DC.CursorPos += offset;         // As we happen to move the window while it is being appended to (which is a bad idea - will smear) let's at least offset the cursor
7868
0
    window->DC.CursorMaxPos += offset;      // And more importantly we need to offset CursorMaxPos/CursorStartPos this so ContentSize calculation doesn't get affected.
7869
0
    window->DC.IdealMaxPos += offset;
7870
0
    window->DC.CursorStartPos += offset;
7871
0
}
7872
7873
void ImGui::SetWindowPos(const ImVec2& pos, ImGuiCond cond)
7874
0
{
7875
0
    ImGuiWindow* window = GetCurrentWindowRead();
7876
0
    SetWindowPos(window, pos, cond);
7877
0
}
7878
7879
void ImGui::SetWindowPos(const char* name, const ImVec2& pos, ImGuiCond cond)
7880
0
{
7881
0
    if (ImGuiWindow* window = FindWindowByName(name))
7882
0
        SetWindowPos(window, pos, cond);
7883
0
}
7884
7885
ImVec2 ImGui::GetWindowSize()
7886
0
{
7887
0
    ImGuiWindow* window = GetCurrentWindowRead();
7888
0
    return window->Size;
7889
0
}
7890
7891
void ImGui::SetWindowSize(ImGuiWindow* window, const ImVec2& size, ImGuiCond cond)
7892
0
{
7893
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7894
0
    if (cond && (window->SetWindowSizeAllowFlags & cond) == 0)
7895
0
        return;
7896
7897
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7898
0
    window->SetWindowSizeAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7899
7900
    // Set
7901
0
    ImVec2 old_size = window->SizeFull;
7902
0
    window->AutoFitFramesX = (size.x <= 0.0f) ? 2 : 0;
7903
0
    window->AutoFitFramesY = (size.y <= 0.0f) ? 2 : 0;
7904
0
    if (size.x <= 0.0f)
7905
0
        window->AutoFitOnlyGrows = false;
7906
0
    else
7907
0
        window->SizeFull.x = IM_FLOOR(size.x);
7908
0
    if (size.y <= 0.0f)
7909
0
        window->AutoFitOnlyGrows = false;
7910
0
    else
7911
0
        window->SizeFull.y = IM_FLOOR(size.y);
7912
0
    if (old_size.x != window->SizeFull.x || old_size.y != window->SizeFull.y)
7913
0
        MarkIniSettingsDirty(window);
7914
0
}
7915
7916
void ImGui::SetWindowSize(const ImVec2& size, ImGuiCond cond)
7917
0
{
7918
0
    SetWindowSize(GImGui->CurrentWindow, size, cond);
7919
0
}
7920
7921
void ImGui::SetWindowSize(const char* name, const ImVec2& size, ImGuiCond cond)
7922
0
{
7923
0
    if (ImGuiWindow* window = FindWindowByName(name))
7924
0
        SetWindowSize(window, size, cond);
7925
0
}
7926
7927
void ImGui::SetWindowCollapsed(ImGuiWindow* window, bool collapsed, ImGuiCond cond)
7928
0
{
7929
    // Test condition (NB: bit 0 is always true) and clear flags for next time
7930
0
    if (cond && (window->SetWindowCollapsedAllowFlags & cond) == 0)
7931
0
        return;
7932
0
    window->SetWindowCollapsedAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
7933
7934
    // Set
7935
0
    window->Collapsed = collapsed;
7936
0
}
7937
7938
void ImGui::SetWindowHitTestHole(ImGuiWindow* window, const ImVec2& pos, const ImVec2& size)
7939
0
{
7940
0
    IM_ASSERT(window->HitTestHoleSize.x == 0);     // We don't support multiple holes/hit test filters
7941
0
    window->HitTestHoleSize = ImVec2ih(size);
7942
0
    window->HitTestHoleOffset = ImVec2ih(pos - window->Pos);
7943
0
}
7944
7945
void ImGui::SetWindowHiddendAndSkipItemsForCurrentFrame(ImGuiWindow* window)
7946
0
{
7947
0
    window->Hidden = window->SkipItems = true;
7948
0
    window->HiddenFramesCanSkipItems = 1;
7949
0
}
7950
7951
void ImGui::SetWindowCollapsed(bool collapsed, ImGuiCond cond)
7952
0
{
7953
0
    SetWindowCollapsed(GImGui->CurrentWindow, collapsed, cond);
7954
0
}
7955
7956
bool ImGui::IsWindowCollapsed()
7957
0
{
7958
0
    ImGuiWindow* window = GetCurrentWindowRead();
7959
0
    return window->Collapsed;
7960
0
}
7961
7962
bool ImGui::IsWindowAppearing()
7963
0
{
7964
0
    ImGuiWindow* window = GetCurrentWindowRead();
7965
0
    return window->Appearing;
7966
0
}
7967
7968
void ImGui::SetWindowCollapsed(const char* name, bool collapsed, ImGuiCond cond)
7969
0
{
7970
0
    if (ImGuiWindow* window = FindWindowByName(name))
7971
0
        SetWindowCollapsed(window, collapsed, cond);
7972
0
}
7973
7974
void ImGui::SetWindowFocus()
7975
0
{
7976
0
    FocusWindow(GImGui->CurrentWindow);
7977
0
}
7978
7979
void ImGui::SetWindowFocus(const char* name)
7980
0
{
7981
0
    if (name)
7982
0
    {
7983
0
        if (ImGuiWindow* window = FindWindowByName(name))
7984
0
            FocusWindow(window);
7985
0
    }
7986
0
    else
7987
0
    {
7988
0
        FocusWindow(NULL);
7989
0
    }
7990
0
}
7991
7992
void ImGui::SetNextWindowPos(const ImVec2& pos, ImGuiCond cond, const ImVec2& pivot)
7993
0
{
7994
0
    ImGuiContext& g = *GImGui;
7995
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
7996
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasPos;
7997
0
    g.NextWindowData.PosVal = pos;
7998
0
    g.NextWindowData.PosPivotVal = pivot;
7999
0
    g.NextWindowData.PosCond = cond ? cond : ImGuiCond_Always;
8000
0
    g.NextWindowData.PosUndock = true;
8001
0
}
8002
8003
void ImGui::SetNextWindowSize(const ImVec2& size, ImGuiCond cond)
8004
0
{
8005
0
    ImGuiContext& g = *GImGui;
8006
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8007
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSize;
8008
0
    g.NextWindowData.SizeVal = size;
8009
0
    g.NextWindowData.SizeCond = cond ? cond : ImGuiCond_Always;
8010
0
}
8011
8012
void ImGui::SetNextWindowSizeConstraints(const ImVec2& size_min, const ImVec2& size_max, ImGuiSizeCallback custom_callback, void* custom_callback_user_data)
8013
0
{
8014
0
    ImGuiContext& g = *GImGui;
8015
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasSizeConstraint;
8016
0
    g.NextWindowData.SizeConstraintRect = ImRect(size_min, size_max);
8017
0
    g.NextWindowData.SizeCallback = custom_callback;
8018
0
    g.NextWindowData.SizeCallbackUserData = custom_callback_user_data;
8019
0
}
8020
8021
// Content size = inner scrollable rectangle, padded with WindowPadding.
8022
// SetNextWindowContentSize(ImVec2(100,100) + ImGuiWindowFlags_AlwaysAutoResize will always allow submitting a 100x100 item.
8023
void ImGui::SetNextWindowContentSize(const ImVec2& size)
8024
0
{
8025
0
    ImGuiContext& g = *GImGui;
8026
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasContentSize;
8027
0
    g.NextWindowData.ContentSizeVal = ImFloor(size);
8028
0
}
8029
8030
void ImGui::SetNextWindowScroll(const ImVec2& scroll)
8031
0
{
8032
0
    ImGuiContext& g = *GImGui;
8033
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasScroll;
8034
0
    g.NextWindowData.ScrollVal = scroll;
8035
0
}
8036
8037
void ImGui::SetNextWindowCollapsed(bool collapsed, ImGuiCond cond)
8038
0
{
8039
0
    ImGuiContext& g = *GImGui;
8040
0
    IM_ASSERT(cond == 0 || ImIsPowerOfTwo(cond)); // Make sure the user doesn't attempt to combine multiple condition flags.
8041
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasCollapsed;
8042
0
    g.NextWindowData.CollapsedVal = collapsed;
8043
0
    g.NextWindowData.CollapsedCond = cond ? cond : ImGuiCond_Always;
8044
0
}
8045
8046
void ImGui::SetNextWindowFocus()
8047
0
{
8048
0
    ImGuiContext& g = *GImGui;
8049
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasFocus;
8050
0
}
8051
8052
void ImGui::SetNextWindowBgAlpha(float alpha)
8053
0
{
8054
0
    ImGuiContext& g = *GImGui;
8055
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasBgAlpha;
8056
0
    g.NextWindowData.BgAlphaVal = alpha;
8057
0
}
8058
8059
void ImGui::SetNextWindowViewport(ImGuiID id)
8060
0
{
8061
0
    ImGuiContext& g = *GImGui;
8062
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasViewport;
8063
0
    g.NextWindowData.ViewportId = id;
8064
0
}
8065
8066
void ImGui::SetNextWindowDockID(ImGuiID id, ImGuiCond cond)
8067
0
{
8068
0
    ImGuiContext& g = *GImGui;
8069
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasDock;
8070
0
    g.NextWindowData.DockCond = cond ? cond : ImGuiCond_Always;
8071
0
    g.NextWindowData.DockId = id;
8072
0
}
8073
8074
void ImGui::SetNextWindowClass(const ImGuiWindowClass* window_class)
8075
0
{
8076
0
    ImGuiContext& g = *GImGui;
8077
0
    IM_ASSERT((window_class->ViewportFlagsOverrideSet & window_class->ViewportFlagsOverrideClear) == 0); // Cannot set both set and clear for the same bit
8078
0
    g.NextWindowData.Flags |= ImGuiNextWindowDataFlags_HasWindowClass;
8079
0
    g.NextWindowData.WindowClass = *window_class;
8080
0
}
8081
8082
ImDrawList* ImGui::GetWindowDrawList()
8083
0
{
8084
0
    ImGuiWindow* window = GetCurrentWindow();
8085
0
    return window->DrawList;
8086
0
}
8087
8088
float ImGui::GetWindowDpiScale()
8089
0
{
8090
0
    ImGuiContext& g = *GImGui;
8091
0
    return g.CurrentDpiScale;
8092
0
}
8093
8094
ImGuiViewport* ImGui::GetWindowViewport()
8095
0
{
8096
0
    ImGuiContext& g = *GImGui;
8097
0
    IM_ASSERT(g.CurrentViewport != NULL && g.CurrentViewport == g.CurrentWindow->Viewport);
8098
0
    return g.CurrentViewport;
8099
0
}
8100
8101
ImFont* ImGui::GetFont()
8102
0
{
8103
0
    return GImGui->Font;
8104
0
}
8105
8106
float ImGui::GetFontSize()
8107
0
{
8108
0
    return GImGui->FontSize;
8109
0
}
8110
8111
ImVec2 ImGui::GetFontTexUvWhitePixel()
8112
0
{
8113
0
    return GImGui->DrawListSharedData.TexUvWhitePixel;
8114
0
}
8115
8116
void ImGui::SetWindowFontScale(float scale)
8117
0
{
8118
0
    IM_ASSERT(scale > 0.0f);
8119
0
    ImGuiContext& g = *GImGui;
8120
0
    ImGuiWindow* window = GetCurrentWindow();
8121
0
    window->FontWindowScale = scale;
8122
0
    g.FontSize = g.DrawListSharedData.FontSize = window->CalcFontSize();
8123
0
}
8124
8125
void ImGui::ActivateItem(ImGuiID id)
8126
0
{
8127
0
    ImGuiContext& g = *GImGui;
8128
0
    g.NavNextActivateId = id;
8129
0
    g.NavNextActivateFlags = ImGuiActivateFlags_None;
8130
0
}
8131
8132
void ImGui::PushFocusScope(ImGuiID id)
8133
0
{
8134
0
    ImGuiContext& g = *GImGui;
8135
0
    g.FocusScopeStack.push_back(id);
8136
0
    g.CurrentFocusScopeId = id;
8137
0
}
8138
8139
void ImGui::PopFocusScope()
8140
0
{
8141
0
    ImGuiContext& g = *GImGui;
8142
0
    IM_ASSERT(g.FocusScopeStack.Size > 0); // Too many PopFocusScope() ?
8143
0
    g.FocusScopeStack.pop_back();
8144
0
    g.CurrentFocusScopeId = g.FocusScopeStack.Size ? g.FocusScopeStack.back() : 0;
8145
0
}
8146
8147
// Note: this will likely be called ActivateItem() once we rework our Focus/Activation system!
8148
void ImGui::SetKeyboardFocusHere(int offset)
8149
0
{
8150
0
    ImGuiContext& g = *GImGui;
8151
0
    ImGuiWindow* window = g.CurrentWindow;
8152
0
    IM_ASSERT(offset >= -1);    // -1 is allowed but not below
8153
0
    IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere(%d) in window \"%s\"\n", offset, window->Name);
8154
8155
    // It makes sense in the vast majority of cases to never interrupt a drag and drop.
8156
    // When we refactor this function into ActivateItem() we may want to make this an option.
8157
    // MovingWindow is protected from most user inputs using SetActiveIdUsingNavAndKeys(), but
8158
    // is also automatically dropped in the event g.ActiveId is stolen.
8159
0
    if (g.DragDropActive || g.MovingWindow != NULL)
8160
0
    {
8161
0
        IMGUI_DEBUG_LOG_ACTIVEID("SetKeyboardFocusHere() ignored while DragDropActive!\n");
8162
0
        return;
8163
0
    }
8164
8165
0
    SetNavWindow(window);
8166
8167
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
8168
0
    NavMoveRequestSubmit(ImGuiDir_None, offset < 0 ? ImGuiDir_Up : ImGuiDir_Down, ImGuiNavMoveFlags_Tabbing | ImGuiNavMoveFlags_FocusApi, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
8169
0
    if (offset == -1)
8170
0
    {
8171
0
        NavMoveRequestResolveWithLastItem(&g.NavMoveResultLocal);
8172
0
    }
8173
0
    else
8174
0
    {
8175
0
        g.NavTabbingDir = 1;
8176
0
        g.NavTabbingCounter = offset + 1;
8177
0
    }
8178
0
}
8179
8180
void ImGui::SetItemDefaultFocus()
8181
0
{
8182
0
    ImGuiContext& g = *GImGui;
8183
0
    ImGuiWindow* window = g.CurrentWindow;
8184
0
    if (!window->Appearing)
8185
0
        return;
8186
0
    if (g.NavWindow != window->RootWindowForNav || (!g.NavInitRequest && g.NavInitResultId == 0) || g.NavLayer != window->DC.NavLayerCurrent)
8187
0
        return;
8188
8189
0
    g.NavInitRequest = false;
8190
0
    g.NavInitResultId = g.LastItemData.ID;
8191
0
    g.NavInitResultRectRel = WindowRectAbsToRel(window, g.LastItemData.Rect);
8192
0
    NavUpdateAnyRequestFlag();
8193
8194
    // Scroll could be done in NavInitRequestApplyResult() via an opt-in flag (we however don't want regular init requests to scroll)
8195
0
    if (!window->ClipRect.Contains(g.LastItemData.Rect))
8196
0
        ScrollToRectEx(window, g.LastItemData.Rect, ImGuiScrollFlags_None);
8197
0
}
8198
8199
void ImGui::SetStateStorage(ImGuiStorage* tree)
8200
0
{
8201
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8202
0
    window->DC.StateStorage = tree ? tree : &window->StateStorage;
8203
0
}
8204
8205
ImGuiStorage* ImGui::GetStateStorage()
8206
0
{
8207
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8208
0
    return window->DC.StateStorage;
8209
0
}
8210
8211
void ImGui::PushID(const char* str_id)
8212
0
{
8213
0
    ImGuiContext& g = *GImGui;
8214
0
    ImGuiWindow* window = g.CurrentWindow;
8215
0
    ImGuiID id = window->GetID(str_id);
8216
0
    window->IDStack.push_back(id);
8217
0
}
8218
8219
void ImGui::PushID(const char* str_id_begin, const char* str_id_end)
8220
0
{
8221
0
    ImGuiContext& g = *GImGui;
8222
0
    ImGuiWindow* window = g.CurrentWindow;
8223
0
    ImGuiID id = window->GetID(str_id_begin, str_id_end);
8224
0
    window->IDStack.push_back(id);
8225
0
}
8226
8227
void ImGui::PushID(const void* ptr_id)
8228
0
{
8229
0
    ImGuiContext& g = *GImGui;
8230
0
    ImGuiWindow* window = g.CurrentWindow;
8231
0
    ImGuiID id = window->GetID(ptr_id);
8232
0
    window->IDStack.push_back(id);
8233
0
}
8234
8235
void ImGui::PushID(int int_id)
8236
0
{
8237
0
    ImGuiContext& g = *GImGui;
8238
0
    ImGuiWindow* window = g.CurrentWindow;
8239
0
    ImGuiID id = window->GetID(int_id);
8240
0
    window->IDStack.push_back(id);
8241
0
}
8242
8243
// Push a given id value ignoring the ID stack as a seed.
8244
void ImGui::PushOverrideID(ImGuiID id)
8245
0
{
8246
0
    ImGuiContext& g = *GImGui;
8247
0
    ImGuiWindow* window = g.CurrentWindow;
8248
0
    if (g.DebugHookIdInfo == id)
8249
0
        DebugHookIdInfo(id, ImGuiDataType_ID, NULL, NULL);
8250
0
    window->IDStack.push_back(id);
8251
0
}
8252
8253
// Helper to avoid a common series of PushOverrideID -> GetID() -> PopID() call
8254
// (note that when using this pattern, TestEngine's "Stack Tool" will tend to not display the intermediate stack level.
8255
//  for that to work we would need to do PushOverrideID() -> ItemAdd() -> PopID() which would alter widget code a little more)
8256
ImGuiID ImGui::GetIDWithSeed(const char* str, const char* str_end, ImGuiID seed)
8257
0
{
8258
0
    ImGuiID id = ImHashStr(str, str_end ? (str_end - str) : 0, seed);
8259
0
    ImGuiContext& g = *GImGui;
8260
0
    if (g.DebugHookIdInfo == id)
8261
0
        DebugHookIdInfo(id, ImGuiDataType_String, str, str_end);
8262
0
    return id;
8263
0
}
8264
8265
ImGuiID ImGui::GetIDWithSeed(int n, ImGuiID seed)
8266
0
{
8267
0
    ImGuiID id = ImHashData(&n, sizeof(n), seed);
8268
0
    ImGuiContext& g = *GImGui;
8269
0
    if (g.DebugHookIdInfo == id)
8270
0
        DebugHookIdInfo(id, ImGuiDataType_S32, (void*)(intptr_t)n, NULL);
8271
0
    return id;
8272
0
}
8273
8274
void ImGui::PopID()
8275
0
{
8276
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8277
0
    IM_ASSERT(window->IDStack.Size > 1); // Too many PopID(), or could be popping in a wrong/different window?
8278
0
    window->IDStack.pop_back();
8279
0
}
8280
8281
ImGuiID ImGui::GetID(const char* str_id)
8282
0
{
8283
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8284
0
    return window->GetID(str_id);
8285
0
}
8286
8287
ImGuiID ImGui::GetID(const char* str_id_begin, const char* str_id_end)
8288
0
{
8289
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8290
0
    return window->GetID(str_id_begin, str_id_end);
8291
0
}
8292
8293
ImGuiID ImGui::GetID(const void* ptr_id)
8294
0
{
8295
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8296
0
    return window->GetID(ptr_id);
8297
0
}
8298
8299
bool ImGui::IsRectVisible(const ImVec2& size)
8300
0
{
8301
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8302
0
    return window->ClipRect.Overlaps(ImRect(window->DC.CursorPos, window->DC.CursorPos + size));
8303
0
}
8304
8305
bool ImGui::IsRectVisible(const ImVec2& rect_min, const ImVec2& rect_max)
8306
0
{
8307
0
    ImGuiWindow* window = GImGui->CurrentWindow;
8308
0
    return window->ClipRect.Overlaps(ImRect(rect_min, rect_max));
8309
0
}
8310
8311
8312
//-----------------------------------------------------------------------------
8313
// [SECTION] INPUTS
8314
//-----------------------------------------------------------------------------
8315
// - GetKeyData() [Internal]
8316
// - GetKeyIndex() [Internal]
8317
// - GetKeyName()
8318
// - GetKeyChordName() [Internal]
8319
// - CalcTypematicRepeatAmount() [Internal]
8320
// - GetTypematicRepeatRate() [Internal]
8321
// - GetKeyPressedAmount() [Internal]
8322
// - GetKeyMagnitude2d() [Internal]
8323
//-----------------------------------------------------------------------------
8324
// - UpdateKeyRoutingTable() [Internal]
8325
// - GetRoutingIdFromOwnerId() [Internal]
8326
// - GetShortcutRoutingData() [Internal]
8327
// - CalcRoutingScore() [Internal]
8328
// - SetShortcutRouting() [Internal]
8329
// - TestShortcutRouting() [Internal]
8330
//-----------------------------------------------------------------------------
8331
// - IsKeyDown()
8332
// - IsKeyPressed()
8333
// - IsKeyReleased()
8334
//-----------------------------------------------------------------------------
8335
// - IsMouseDown()
8336
// - IsMouseClicked()
8337
// - IsMouseReleased()
8338
// - IsMouseDoubleClicked()
8339
// - GetMouseClickedCount()
8340
// - IsMouseHoveringRect() [Internal]
8341
// - IsMouseDragPastThreshold() [Internal]
8342
// - IsMouseDragging()
8343
// - GetMousePos()
8344
// - GetMousePosOnOpeningCurrentPopup()
8345
// - IsMousePosValid()
8346
// - IsAnyMouseDown()
8347
// - GetMouseDragDelta()
8348
// - ResetMouseDragDelta()
8349
// - GetMouseCursor()
8350
// - SetMouseCursor()
8351
//-----------------------------------------------------------------------------
8352
// - UpdateAliasKey()
8353
// - GetMergedModsFromKeys()
8354
// - UpdateKeyboardInputs()
8355
// - UpdateMouseInputs()
8356
//-----------------------------------------------------------------------------
8357
// - LockWheelingWindow [Internal]
8358
// - FindBestWheelingWindow [Internal]
8359
// - UpdateMouseWheel() [Internal]
8360
//-----------------------------------------------------------------------------
8361
// - SetNextFrameWantCaptureKeyboard()
8362
// - SetNextFrameWantCaptureMouse()
8363
//-----------------------------------------------------------------------------
8364
// - GetInputSourceName() [Internal]
8365
// - DebugPrintInputEvent() [Internal]
8366
// - UpdateInputEvents() [Internal]
8367
//-----------------------------------------------------------------------------
8368
// - GetKeyOwner() [Internal]
8369
// - TestKeyOwner() [Internal]
8370
// - SetKeyOwner() [Internal]
8371
// - SetItemKeyOwner() [Internal]
8372
// - Shortcut() [Internal]
8373
//-----------------------------------------------------------------------------
8374
8375
ImGuiKeyData* ImGui::GetKeyData(ImGuiContext* ctx, ImGuiKey key)
8376
0
{
8377
0
    ImGuiContext& g = *ctx;
8378
8379
    // Special storage location for mods
8380
0
    if (key & ImGuiMod_Mask_)
8381
0
        key = ConvertSingleModFlagToKey(ctx, key);
8382
8383
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8384
    IM_ASSERT(key >= ImGuiKey_LegacyNativeKey_BEGIN && key < ImGuiKey_NamedKey_END);
8385
    if (IsLegacyKey(key) && g.IO.KeyMap[key] != -1)
8386
        key = (ImGuiKey)g.IO.KeyMap[key];  // Remap native->imgui or imgui->native
8387
#else
8388
0
    IM_ASSERT(IsNamedKey(key) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend & user code.");
8389
0
#endif
8390
0
    return &g.IO.KeysData[key - ImGuiKey_KeysData_OFFSET];
8391
0
}
8392
8393
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8394
ImGuiKey ImGui::GetKeyIndex(ImGuiKey key)
8395
{
8396
    ImGuiContext& g = *GImGui;
8397
    IM_ASSERT(IsNamedKey(key));
8398
    const ImGuiKeyData* key_data = GetKeyData(key);
8399
    return (ImGuiKey)(key_data - g.IO.KeysData);
8400
}
8401
#endif
8402
8403
// Those names a provided for debugging purpose and are not meant to be saved persistently not compared.
8404
static const char* const GKeyNames[] =
8405
{
8406
    "Tab", "LeftArrow", "RightArrow", "UpArrow", "DownArrow", "PageUp", "PageDown",
8407
    "Home", "End", "Insert", "Delete", "Backspace", "Space", "Enter", "Escape",
8408
    "LeftCtrl", "LeftShift", "LeftAlt", "LeftSuper", "RightCtrl", "RightShift", "RightAlt", "RightSuper", "Menu",
8409
    "0", "1", "2", "3", "4", "5", "6", "7", "8", "9", "A", "B", "C", "D", "E", "F", "G", "H",
8410
    "I", "J", "K", "L", "M", "N", "O", "P", "Q", "R", "S", "T", "U", "V", "W", "X", "Y", "Z",
8411
    "F1", "F2", "F3", "F4", "F5", "F6", "F7", "F8", "F9", "F10", "F11", "F12",
8412
    "Apostrophe", "Comma", "Minus", "Period", "Slash", "Semicolon", "Equal", "LeftBracket",
8413
    "Backslash", "RightBracket", "GraveAccent", "CapsLock", "ScrollLock", "NumLock", "PrintScreen",
8414
    "Pause", "Keypad0", "Keypad1", "Keypad2", "Keypad3", "Keypad4", "Keypad5", "Keypad6",
8415
    "Keypad7", "Keypad8", "Keypad9", "KeypadDecimal", "KeypadDivide", "KeypadMultiply",
8416
    "KeypadSubtract", "KeypadAdd", "KeypadEnter", "KeypadEqual",
8417
    "GamepadStart", "GamepadBack",
8418
    "GamepadFaceLeft", "GamepadFaceRight", "GamepadFaceUp", "GamepadFaceDown",
8419
    "GamepadDpadLeft", "GamepadDpadRight", "GamepadDpadUp", "GamepadDpadDown",
8420
    "GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
8421
    "GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
8422
    "GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
8423
    "MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
8424
    "ModCtrl", "ModShift", "ModAlt", "ModSuper", // ReservedForModXXX are showing the ModXXX names.
8425
};
8426
IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
8427
8428
const char* ImGui::GetKeyName(ImGuiKey key)
8429
0
{
8430
0
    ImGuiContext& g = *GImGui;
8431
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
8432
0
    IM_ASSERT((IsNamedKey(key) || key == ImGuiKey_None) && "Support for user key indices was dropped in favor of ImGuiKey. Please update backend and user code.");
8433
#else
8434
    if (IsLegacyKey(key))
8435
    {
8436
        if (g.IO.KeyMap[key] == -1)
8437
            return "N/A";
8438
        IM_ASSERT(IsNamedKey((ImGuiKey)g.IO.KeyMap[key]));
8439
        key = (ImGuiKey)g.IO.KeyMap[key];
8440
    }
8441
#endif
8442
0
    if (key == ImGuiKey_None)
8443
0
        return "None";
8444
0
    if (key & ImGuiMod_Mask_)
8445
0
        key = ConvertSingleModFlagToKey(&g, key);
8446
0
    if (!IsNamedKey(key))
8447
0
        return "Unknown";
8448
8449
0
    return GKeyNames[key - ImGuiKey_NamedKey_BEGIN];
8450
0
}
8451
8452
// ImGuiMod_Shortcut is translated to either Ctrl or Super.
8453
void ImGui::GetKeyChordName(ImGuiKeyChord key_chord, char* out_buf, int out_buf_size)
8454
0
{
8455
0
    ImGuiContext& g = *GImGui;
8456
0
    if (key_chord & ImGuiMod_Shortcut)
8457
0
        key_chord = ConvertShortcutMod(key_chord);
8458
0
    ImFormatString(out_buf, (size_t)out_buf_size, "%s%s%s%s%s",
8459
0
        (key_chord & ImGuiMod_Ctrl) ? "Ctrl+" : "",
8460
0
        (key_chord & ImGuiMod_Shift) ? "Shift+" : "",
8461
0
        (key_chord & ImGuiMod_Alt) ? "Alt+" : "",
8462
0
        (key_chord & ImGuiMod_Super) ? (g.IO.ConfigMacOSXBehaviors ? "Cmd+" : "Super+") : "",
8463
0
        GetKeyName((ImGuiKey)(key_chord & ~ImGuiMod_Mask_)));
8464
0
}
8465
8466
// t0 = previous time (e.g.: g.Time - g.IO.DeltaTime)
8467
// t1 = current time (e.g.: g.Time)
8468
// An event is triggered at:
8469
//  t = 0.0f     t = repeat_delay,    t = repeat_delay + repeat_rate*N
8470
int ImGui::CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate)
8471
0
{
8472
0
    if (t1 == 0.0f)
8473
0
        return 1;
8474
0
    if (t0 >= t1)
8475
0
        return 0;
8476
0
    if (repeat_rate <= 0.0f)
8477
0
        return (t0 < repeat_delay) && (t1 >= repeat_delay);
8478
0
    const int count_t0 = (t0 < repeat_delay) ? -1 : (int)((t0 - repeat_delay) / repeat_rate);
8479
0
    const int count_t1 = (t1 < repeat_delay) ? -1 : (int)((t1 - repeat_delay) / repeat_rate);
8480
0
    const int count = count_t1 - count_t0;
8481
0
    return count;
8482
0
}
8483
8484
void ImGui::GetTypematicRepeatRate(ImGuiInputFlags flags, float* repeat_delay, float* repeat_rate)
8485
0
{
8486
0
    ImGuiContext& g = *GImGui;
8487
0
    switch (flags & ImGuiInputFlags_RepeatRateMask_)
8488
0
    {
8489
0
    case ImGuiInputFlags_RepeatRateNavMove:             *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.80f; return;
8490
0
    case ImGuiInputFlags_RepeatRateNavTweak:            *repeat_delay = g.IO.KeyRepeatDelay * 0.72f; *repeat_rate = g.IO.KeyRepeatRate * 0.30f; return;
8491
0
    case ImGuiInputFlags_RepeatRateDefault: default:    *repeat_delay = g.IO.KeyRepeatDelay * 1.00f; *repeat_rate = g.IO.KeyRepeatRate * 1.00f; return;
8492
0
    }
8493
0
}
8494
8495
// Return value representing the number of presses in the last time period, for the given repeat rate
8496
// (most often returns 0 or 1. The result is generally only >1 when RepeatRate is smaller than DeltaTime, aka large DeltaTime or fast RepeatRate)
8497
int ImGui::GetKeyPressedAmount(ImGuiKey key, float repeat_delay, float repeat_rate)
8498
0
{
8499
0
    ImGuiContext& g = *GImGui;
8500
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8501
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8502
0
        return 0;
8503
0
    const float t = key_data->DownDuration;
8504
0
    return CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, repeat_delay, repeat_rate);
8505
0
}
8506
8507
// Return 2D vector representing the combination of four cardinal direction, with analog value support (for e.g. ImGuiKey_GamepadLStick* values).
8508
ImVec2 ImGui::GetKeyMagnitude2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down)
8509
0
{
8510
0
    return ImVec2(
8511
0
        GetKeyData(key_right)->AnalogValue - GetKeyData(key_left)->AnalogValue,
8512
0
        GetKeyData(key_down)->AnalogValue - GetKeyData(key_up)->AnalogValue);
8513
0
}
8514
8515
// Rewrite routing data buffers to strip old entries + sort by key to make queries not touch scattered data.
8516
//   Entries   D,A,B,B,A,C,B     --> A,A,B,B,B,C,D
8517
//   Index     A:1 B:2 C:5 D:0   --> A:0 B:2 C:5 D:6
8518
// See 'Metrics->Key Owners & Shortcut Routing' to visualize the result of that operation.
8519
static void ImGui::UpdateKeyRoutingTable(ImGuiKeyRoutingTable* rt)
8520
0
{
8521
0
    ImGuiContext& g = *GImGui;
8522
0
    rt->EntriesNext.resize(0);
8523
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
8524
0
    {
8525
0
        const int new_routing_start_idx = rt->EntriesNext.Size;
8526
0
        ImGuiKeyRoutingData* routing_entry;
8527
0
        for (int old_routing_idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; old_routing_idx != -1; old_routing_idx = routing_entry->NextEntryIndex)
8528
0
        {
8529
0
            routing_entry = &rt->Entries[old_routing_idx];
8530
0
            routing_entry->RoutingCurr = routing_entry->RoutingNext; // Update entry
8531
0
            routing_entry->RoutingNext = ImGuiKeyOwner_None;
8532
0
            routing_entry->RoutingNextScore = 255;
8533
0
            if (routing_entry->RoutingCurr == ImGuiKeyOwner_None)
8534
0
                continue;
8535
0
            rt->EntriesNext.push_back(*routing_entry); // Write alive ones into new buffer
8536
8537
            // Apply routing to owner if there's no owner already (RoutingCurr == None at this point)
8538
0
            if (routing_entry->Mods == g.IO.KeyMods)
8539
0
            {
8540
0
                ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
8541
0
                if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
8542
0
                    owner_data->OwnerCurr = routing_entry->RoutingCurr;
8543
0
            }
8544
0
        }
8545
8546
        // Rewrite linked-list
8547
0
        rt->Index[key - ImGuiKey_NamedKey_BEGIN] = (ImGuiKeyRoutingIndex)(new_routing_start_idx < rt->EntriesNext.Size ? new_routing_start_idx : -1);
8548
0
        for (int n = new_routing_start_idx; n < rt->EntriesNext.Size; n++)
8549
0
            rt->EntriesNext[n].NextEntryIndex = (ImGuiKeyRoutingIndex)((n + 1 < rt->EntriesNext.Size) ? n + 1 : -1);
8550
0
    }
8551
0
    rt->Entries.swap(rt->EntriesNext); // Swap new and old indexes
8552
0
}
8553
8554
// owner_id may be None/Any, but routing_id needs to be always be set, so we default to GetCurrentFocusScope().
8555
static inline ImGuiID GetRoutingIdFromOwnerId(ImGuiID owner_id)
8556
0
{
8557
0
    ImGuiContext& g = *GImGui;
8558
0
    return (owner_id != ImGuiKeyOwner_None && owner_id != ImGuiKeyOwner_Any) ? owner_id : g.CurrentFocusScopeId;
8559
0
}
8560
8561
ImGuiKeyRoutingData* ImGui::GetShortcutRoutingData(ImGuiKeyChord key_chord)
8562
0
{
8563
    // Majority of shortcuts will be Key + any number of Mods
8564
    // We accept _Single_ mod with ImGuiKey_None.
8565
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl);                    // Legal
8566
    //  - Shortcut(ImGuiKey_S | ImGuiMod_Ctrl | ImGuiMod_Shift);   // Legal
8567
    //  - Shortcut(ImGuiMod_Ctrl);                                 // Legal
8568
    //  - Shortcut(ImGuiMod_Ctrl | ImGuiMod_Shift);                // Not legal
8569
0
    ImGuiContext& g = *GImGui;
8570
0
    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
8571
0
    ImGuiKeyRoutingData* routing_data;
8572
0
    if (key_chord & ImGuiMod_Shortcut)
8573
0
        key_chord = ConvertShortcutMod(key_chord);
8574
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
8575
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
8576
0
    if (key == ImGuiKey_None)
8577
0
        key = ConvertSingleModFlagToKey(&g, mods);
8578
0
    IM_ASSERT(IsNamedKey(key));
8579
8580
    // Get (in the majority of case, the linked list will have one element so this should be 2 reads.
8581
    // Subsequent elements will be contiguous in memory as list is sorted/rebuilt in NewFrame).
8582
0
    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; idx = routing_data->NextEntryIndex)
8583
0
    {
8584
0
        routing_data = &rt->Entries[idx];
8585
0
        if (routing_data->Mods == mods)
8586
0
            return routing_data;
8587
0
    }
8588
8589
    // Add to linked-list
8590
0
    ImGuiKeyRoutingIndex routing_data_idx = (ImGuiKeyRoutingIndex)rt->Entries.Size;
8591
0
    rt->Entries.push_back(ImGuiKeyRoutingData());
8592
0
    routing_data = &rt->Entries[routing_data_idx];
8593
0
    routing_data->Mods = (ImU16)mods;
8594
0
    routing_data->NextEntryIndex = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; // Setup linked list
8595
0
    rt->Index[key - ImGuiKey_NamedKey_BEGIN] = routing_data_idx;
8596
0
    return routing_data;
8597
0
}
8598
8599
// Current score encoding (lower is highest priority):
8600
//  -   0: ImGuiInputFlags_RouteGlobalHigh
8601
//  -   1: ImGuiInputFlags_RouteFocused (if item active)
8602
//  -   2: ImGuiInputFlags_RouteGlobal
8603
//  -  3+: ImGuiInputFlags_RouteFocused (if window in focus-stack)
8604
//  - 254: ImGuiInputFlags_RouteGlobalLow
8605
//  - 255: never route
8606
// 'flags' should include an explicit routing policy
8607
static int CalcRoutingScore(ImGuiWindow* location, ImGuiID owner_id, ImGuiInputFlags flags)
8608
0
{
8609
0
    if (flags & ImGuiInputFlags_RouteFocused)
8610
0
    {
8611
0
        ImGuiContext& g = *GImGui;
8612
0
        ImGuiWindow* focused = g.NavWindow;
8613
8614
        // ActiveID gets top priority
8615
        // (we don't check g.ActiveIdUsingAllKeys here. Routing is applied but if input ownership is tested later it may discard it)
8616
0
        if (owner_id != 0 && g.ActiveId == owner_id)
8617
0
            return 1;
8618
8619
        // Score based on distance to focused window (lower is better)
8620
        // Assuming both windows are submitting a routing request,
8621
        // - When Window....... is focused -> Window scores 3 (best), Window/ChildB scores 255 (no match)
8622
        // - When Window/ChildB is focused -> Window scores 4,        Window/ChildB scores 3 (best)
8623
        // Assuming only WindowA is submitting a routing request,
8624
        // - When Window/ChildB is focused -> Window scores 4 (best), Window/ChildB doesn't have a score.
8625
0
        if (focused != NULL && focused->RootWindow == location->RootWindow)
8626
0
            for (int next_score = 3; focused != NULL; next_score++)
8627
0
            {
8628
0
                if (focused == location)
8629
0
                {
8630
0
                    IM_ASSERT(next_score < 255);
8631
0
                    return next_score;
8632
0
                }
8633
0
                focused = (focused->RootWindow != focused) ? focused->ParentWindow : NULL; // FIXME: This could be later abstracted as a focus path
8634
0
            }
8635
0
        return 255;
8636
0
    }
8637
8638
    // ImGuiInputFlags_RouteGlobalHigh is default, so calls without flags are not conditional
8639
0
    if (flags & ImGuiInputFlags_RouteGlobal)
8640
0
        return 2;
8641
0
    if (flags & ImGuiInputFlags_RouteGlobalLow)
8642
0
        return 254;
8643
0
    return 0;
8644
0
}
8645
8646
// Request a desired route for an input chord (key + mods).
8647
// Return true if the route is available this frame.
8648
// - Routes and key ownership are attributed at the beginning of next frame based on best score and mod state.
8649
//   (Conceptually this does a "Submit for next frame" + "Test for current frame".
8650
//   As such, it could be called TrySetXXX or SubmitXXX, or the Submit and Test operations should be separate.)
8651
// - Using 'owner_id == ImGuiKeyOwner_Any/0': auto-assign an owner based on current focus scope (each window has its focus scope by default)
8652
// - Using 'owner_id == ImGuiKeyOwner_None': allows disabling/locking a shortcut.
8653
bool ImGui::SetShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
8654
0
{
8655
0
    ImGuiContext& g = *GImGui;
8656
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
8657
0
        flags |= ImGuiInputFlags_RouteGlobalHigh; // IMPORTANT: This is the default for SetShortcutRouting() but NOT Shortcut()
8658
0
    else
8659
0
        IM_ASSERT(ImIsPowerOfTwo(flags & ImGuiInputFlags_RouteMask_)); // Check that only 1 routing flag is used
8660
8661
0
    if (flags & ImGuiInputFlags_RouteUnlessBgFocused)
8662
0
        if (g.NavWindow == NULL)
8663
0
            return false;
8664
0
    if (flags & ImGuiInputFlags_RouteAlways)
8665
0
        return true;
8666
8667
0
    const int score = CalcRoutingScore(g.CurrentWindow, owner_id, flags);
8668
0
    if (score == 255)
8669
0
        return false;
8670
8671
    // Submit routing for NEXT frame (assuming score is sufficient)
8672
    // FIXME: Could expose a way to use a "serve last" policy for same score resolution (using <= instead of <).
8673
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord);
8674
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8675
    //const bool set_route = (flags & ImGuiInputFlags_ServeLast) ? (score <= routing_data->RoutingNextScore) : (score < routing_data->RoutingNextScore);
8676
0
    if (score < routing_data->RoutingNextScore)
8677
0
    {
8678
0
        routing_data->RoutingNext = routing_id;
8679
0
        routing_data->RoutingNextScore = (ImU8)score;
8680
0
    }
8681
8682
    // Return routing state for CURRENT frame
8683
0
    return routing_data->RoutingCurr == routing_id;
8684
0
}
8685
8686
// Currently unused by core (but used by tests)
8687
// Note: this cannot be turned into GetShortcutRouting() because we do the owner_id->routing_id translation, name would be more misleading.
8688
bool ImGui::TestShortcutRouting(ImGuiKeyChord key_chord, ImGuiID owner_id)
8689
0
{
8690
0
    const ImGuiID routing_id = GetRoutingIdFromOwnerId(owner_id);
8691
0
    ImGuiKeyRoutingData* routing_data = GetShortcutRoutingData(key_chord); // FIXME: Could avoid creating entry.
8692
0
    return routing_data->RoutingCurr == routing_id;
8693
0
}
8694
8695
// Note that Dear ImGui doesn't know the meaning/semantic of ImGuiKey from 0..511: they are legacy native keycodes.
8696
// Consider transitioning from 'IsKeyDown(MY_ENGINE_KEY_A)' (<1.87) to IsKeyDown(ImGuiKey_A) (>= 1.87)
8697
bool ImGui::IsKeyDown(ImGuiKey key)
8698
0
{
8699
0
    return IsKeyDown(key, ImGuiKeyOwner_Any);
8700
0
}
8701
8702
bool ImGui::IsKeyDown(ImGuiKey key, ImGuiID owner_id)
8703
0
{
8704
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8705
0
    if (!key_data->Down)
8706
0
        return false;
8707
0
    if (!TestKeyOwner(key, owner_id))
8708
0
        return false;
8709
0
    return true;
8710
0
}
8711
8712
bool ImGui::IsKeyPressed(ImGuiKey key, bool repeat)
8713
0
{
8714
0
    return IsKeyPressed(key, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8715
0
}
8716
8717
// Important: unless legacy IsKeyPressed(ImGuiKey, bool repeat=true) which DEFAULT to repeat, this requires EXPLICIT repeat.
8718
bool ImGui::IsKeyPressed(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
8719
0
{
8720
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8721
0
    if (!key_data->Down) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8722
0
        return false;
8723
0
    const float t = key_data->DownDuration;
8724
0
    if (t < 0.0f)
8725
0
        return false;
8726
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8727
8728
0
    bool pressed = (t == 0.0f);
8729
0
    if (!pressed && ((flags & ImGuiInputFlags_Repeat) != 0))
8730
0
    {
8731
0
        float repeat_delay, repeat_rate;
8732
0
        GetTypematicRepeatRate(flags, &repeat_delay, &repeat_rate);
8733
0
        pressed = (t > repeat_delay) && GetKeyPressedAmount(key, repeat_delay, repeat_rate) > 0;
8734
0
    }
8735
0
    if (!pressed)
8736
0
        return false;
8737
0
    if (!TestKeyOwner(key, owner_id))
8738
0
        return false;
8739
0
    return true;
8740
0
}
8741
8742
bool ImGui::IsKeyReleased(ImGuiKey key)
8743
0
{
8744
0
    return IsKeyReleased(key, ImGuiKeyOwner_Any);
8745
0
}
8746
8747
bool ImGui::IsKeyReleased(ImGuiKey key, ImGuiID owner_id)
8748
0
{
8749
0
    const ImGuiKeyData* key_data = GetKeyData(key);
8750
0
    if (key_data->DownDurationPrev < 0.0f || key_data->Down)
8751
0
        return false;
8752
0
    if (!TestKeyOwner(key, owner_id))
8753
0
        return false;
8754
0
    return true;
8755
0
}
8756
8757
bool ImGui::IsMouseDown(ImGuiMouseButton button)
8758
0
{
8759
0
    ImGuiContext& g = *GImGui;
8760
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8761
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // should be same as IsKeyDown(MouseButtonToKey(button), ImGuiKeyOwner_Any), but this allows legacy code hijacking the io.Mousedown[] array.
8762
0
}
8763
8764
bool ImGui::IsMouseDown(ImGuiMouseButton button, ImGuiID owner_id)
8765
0
{
8766
0
    ImGuiContext& g = *GImGui;
8767
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8768
0
    return g.IO.MouseDown[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyDown(MouseButtonToKey(button), owner_id), but this allows legacy code hijacking the io.Mousedown[] array.
8769
0
}
8770
8771
bool ImGui::IsMouseClicked(ImGuiMouseButton button, bool repeat)
8772
0
{
8773
0
    return IsMouseClicked(button, ImGuiKeyOwner_Any, repeat ? ImGuiInputFlags_Repeat : ImGuiInputFlags_None);
8774
0
}
8775
8776
bool ImGui::IsMouseClicked(ImGuiMouseButton button, ImGuiID owner_id, ImGuiInputFlags flags)
8777
0
{
8778
0
    ImGuiContext& g = *GImGui;
8779
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8780
0
    if (!g.IO.MouseDown[button]) // In theory this should already be encoded as (DownDuration < 0.0f), but testing this facilitates eating mechanism (until we finish work on key ownership)
8781
0
        return false;
8782
0
    const float t = g.IO.MouseDownDuration[button];
8783
0
    if (t < 0.0f)
8784
0
        return false;
8785
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByIsKeyPressed) == 0); // Passing flags not supported by this function!
8786
8787
0
    const bool repeat = (flags & ImGuiInputFlags_Repeat) != 0;
8788
0
    const bool pressed = (t == 0.0f) || (repeat && t > g.IO.KeyRepeatDelay && CalcTypematicRepeatAmount(t - g.IO.DeltaTime, t, g.IO.KeyRepeatDelay, g.IO.KeyRepeatRate) > 0);
8789
0
    if (!pressed)
8790
0
        return false;
8791
8792
0
    if (!TestKeyOwner(MouseButtonToKey(button), owner_id))
8793
0
        return false;
8794
8795
0
    return true;
8796
0
}
8797
8798
bool ImGui::IsMouseReleased(ImGuiMouseButton button)
8799
0
{
8800
0
    ImGuiContext& g = *GImGui;
8801
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8802
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any); // Should be same as IsKeyReleased(MouseButtonToKey(button), ImGuiKeyOwner_Any)
8803
0
}
8804
8805
bool ImGui::IsMouseReleased(ImGuiMouseButton button, ImGuiID owner_id)
8806
0
{
8807
0
    ImGuiContext& g = *GImGui;
8808
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8809
0
    return g.IO.MouseReleased[button] && TestKeyOwner(MouseButtonToKey(button), owner_id); // Should be same as IsKeyReleased(MouseButtonToKey(button), owner_id)
8810
0
}
8811
8812
bool ImGui::IsMouseDoubleClicked(ImGuiMouseButton button)
8813
0
{
8814
0
    ImGuiContext& g = *GImGui;
8815
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8816
0
    return g.IO.MouseClickedCount[button] == 2 && TestKeyOwner(MouseButtonToKey(button), ImGuiKeyOwner_Any);
8817
0
}
8818
8819
int ImGui::GetMouseClickedCount(ImGuiMouseButton button)
8820
0
{
8821
0
    ImGuiContext& g = *GImGui;
8822
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8823
0
    return g.IO.MouseClickedCount[button];
8824
0
}
8825
8826
// Test if mouse cursor is hovering given rectangle
8827
// NB- Rectangle is clipped by our current clip setting
8828
// NB- Expand the rectangle to be generous on imprecise inputs systems (g.Style.TouchExtraPadding)
8829
bool ImGui::IsMouseHoveringRect(const ImVec2& r_min, const ImVec2& r_max, bool clip)
8830
0
{
8831
0
    ImGuiContext& g = *GImGui;
8832
8833
    // Clip
8834
0
    ImRect rect_clipped(r_min, r_max);
8835
0
    if (clip)
8836
0
        rect_clipped.ClipWith(g.CurrentWindow->ClipRect);
8837
8838
    // Expand for touch input
8839
0
    const ImRect rect_for_touch(rect_clipped.Min - g.Style.TouchExtraPadding, rect_clipped.Max + g.Style.TouchExtraPadding);
8840
0
    if (!rect_for_touch.Contains(g.IO.MousePos))
8841
0
        return false;
8842
0
    if (!g.MouseViewport->GetMainRect().Overlaps(rect_clipped))
8843
0
        return false;
8844
0
    return true;
8845
0
}
8846
8847
// Return if a mouse click/drag went past the given threshold. Valid to call during the MouseReleased frame.
8848
// [Internal] This doesn't test if the button is pressed
8849
bool ImGui::IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold)
8850
0
{
8851
0
    ImGuiContext& g = *GImGui;
8852
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8853
0
    if (lock_threshold < 0.0f)
8854
0
        lock_threshold = g.IO.MouseDragThreshold;
8855
0
    return g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold;
8856
0
}
8857
8858
bool ImGui::IsMouseDragging(ImGuiMouseButton button, float lock_threshold)
8859
0
{
8860
0
    ImGuiContext& g = *GImGui;
8861
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8862
0
    if (!g.IO.MouseDown[button])
8863
0
        return false;
8864
0
    return IsMouseDragPastThreshold(button, lock_threshold);
8865
0
}
8866
8867
ImVec2 ImGui::GetMousePos()
8868
0
{
8869
0
    ImGuiContext& g = *GImGui;
8870
0
    return g.IO.MousePos;
8871
0
}
8872
8873
// NB: prefer to call right after BeginPopup(). At the time Selectable/MenuItem is activated, the popup is already closed!
8874
ImVec2 ImGui::GetMousePosOnOpeningCurrentPopup()
8875
0
{
8876
0
    ImGuiContext& g = *GImGui;
8877
0
    if (g.BeginPopupStack.Size > 0)
8878
0
        return g.OpenPopupStack[g.BeginPopupStack.Size - 1].OpenMousePos;
8879
0
    return g.IO.MousePos;
8880
0
}
8881
8882
// We typically use ImVec2(-FLT_MAX,-FLT_MAX) to denote an invalid mouse position.
8883
bool ImGui::IsMousePosValid(const ImVec2* mouse_pos)
8884
0
{
8885
    // The assert is only to silence a false-positive in XCode Static Analysis.
8886
    // Because GImGui is not dereferenced in every code path, the static analyzer assume that it may be NULL (which it doesn't for other functions).
8887
0
    IM_ASSERT(GImGui != NULL);
8888
0
    const float MOUSE_INVALID = -256000.0f;
8889
0
    ImVec2 p = mouse_pos ? *mouse_pos : GImGui->IO.MousePos;
8890
0
    return p.x >= MOUSE_INVALID && p.y >= MOUSE_INVALID;
8891
0
}
8892
8893
// [WILL OBSOLETE] This was designed for backends, but prefer having backend maintain a mask of held mouse buttons, because upcoming input queue system will make this invalid.
8894
bool ImGui::IsAnyMouseDown()
8895
0
{
8896
0
    ImGuiContext& g = *GImGui;
8897
0
    for (int n = 0; n < IM_ARRAYSIZE(g.IO.MouseDown); n++)
8898
0
        if (g.IO.MouseDown[n])
8899
0
            return true;
8900
0
    return false;
8901
0
}
8902
8903
// Return the delta from the initial clicking position while the mouse button is clicked or was just released.
8904
// This is locked and return 0.0f until the mouse moves past a distance threshold at least once.
8905
// NB: This is only valid if IsMousePosValid(). backends in theory should always keep mouse position valid when dragging even outside the client window.
8906
ImVec2 ImGui::GetMouseDragDelta(ImGuiMouseButton button, float lock_threshold)
8907
0
{
8908
0
    ImGuiContext& g = *GImGui;
8909
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8910
0
    if (lock_threshold < 0.0f)
8911
0
        lock_threshold = g.IO.MouseDragThreshold;
8912
0
    if (g.IO.MouseDown[button] || g.IO.MouseReleased[button])
8913
0
        if (g.IO.MouseDragMaxDistanceSqr[button] >= lock_threshold * lock_threshold)
8914
0
            if (IsMousePosValid(&g.IO.MousePos) && IsMousePosValid(&g.IO.MouseClickedPos[button]))
8915
0
                return g.IO.MousePos - g.IO.MouseClickedPos[button];
8916
0
    return ImVec2(0.0f, 0.0f);
8917
0
}
8918
8919
void ImGui::ResetMouseDragDelta(ImGuiMouseButton button)
8920
0
{
8921
0
    ImGuiContext& g = *GImGui;
8922
0
    IM_ASSERT(button >= 0 && button < IM_ARRAYSIZE(g.IO.MouseDown));
8923
    // NB: We don't need to reset g.IO.MouseDragMaxDistanceSqr
8924
0
    g.IO.MouseClickedPos[button] = g.IO.MousePos;
8925
0
}
8926
8927
// Get desired mouse cursor shape.
8928
// Important: this is meant to be used by a platform backend, it is reset in ImGui::NewFrame(),
8929
// updated during the frame, and locked in EndFrame()/Render().
8930
// If you use software rendering by setting io.MouseDrawCursor then Dear ImGui will render those for you
8931
ImGuiMouseCursor ImGui::GetMouseCursor()
8932
0
{
8933
0
    ImGuiContext& g = *GImGui;
8934
0
    return g.MouseCursor;
8935
0
}
8936
8937
void ImGui::SetMouseCursor(ImGuiMouseCursor cursor_type)
8938
0
{
8939
0
    ImGuiContext& g = *GImGui;
8940
0
    g.MouseCursor = cursor_type;
8941
0
}
8942
8943
static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
8944
0
{
8945
0
    IM_ASSERT(ImGui::IsAliasKey(key));
8946
0
    ImGuiKeyData* key_data = ImGui::GetKeyData(key);
8947
0
    key_data->Down = v;
8948
0
    key_data->AnalogValue = analog_value;
8949
0
}
8950
8951
// [Internal] Do not use directly
8952
static ImGuiKeyChord GetMergedModsFromKeys()
8953
0
{
8954
0
    ImGuiKeyChord mods = 0;
8955
0
    if (ImGui::IsKeyDown(ImGuiMod_Ctrl))     { mods |= ImGuiMod_Ctrl; }
8956
0
    if (ImGui::IsKeyDown(ImGuiMod_Shift))    { mods |= ImGuiMod_Shift; }
8957
0
    if (ImGui::IsKeyDown(ImGuiMod_Alt))      { mods |= ImGuiMod_Alt; }
8958
0
    if (ImGui::IsKeyDown(ImGuiMod_Super))    { mods |= ImGuiMod_Super; }
8959
0
    return mods;
8960
0
}
8961
8962
static void ImGui::UpdateKeyboardInputs()
8963
0
{
8964
0
    ImGuiContext& g = *GImGui;
8965
0
    ImGuiIO& io = g.IO;
8966
8967
    // Import legacy keys or verify they are not used
8968
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
8969
    if (io.BackendUsingLegacyKeyArrays == 0)
8970
    {
8971
        // Backend used new io.AddKeyEvent() API: Good! Verify that old arrays are never written to externally.
8972
        for (int n = 0; n < ImGuiKey_LegacyNativeKey_END; n++)
8973
            IM_ASSERT((io.KeysDown[n] == false || IsKeyDown((ImGuiKey)n)) && "Backend needs to either only use io.AddKeyEvent(), either only fill legacy io.KeysDown[] + io.KeyMap[]. Not both!");
8974
    }
8975
    else
8976
    {
8977
        if (g.FrameCount == 0)
8978
            for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8979
                IM_ASSERT(g.IO.KeyMap[n] == -1 && "Backend is not allowed to write to io.KeyMap[0..511]!");
8980
8981
        // Build reverse KeyMap (Named -> Legacy)
8982
        for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_NamedKey_END; n++)
8983
            if (io.KeyMap[n] != -1)
8984
            {
8985
                IM_ASSERT(IsLegacyKey((ImGuiKey)io.KeyMap[n]));
8986
                io.KeyMap[io.KeyMap[n]] = n;
8987
            }
8988
8989
        // Import legacy keys into new ones
8990
        for (int n = ImGuiKey_LegacyNativeKey_BEGIN; n < ImGuiKey_LegacyNativeKey_END; n++)
8991
            if (io.KeysDown[n] || io.BackendUsingLegacyKeyArrays == 1)
8992
            {
8993
                const ImGuiKey key = (ImGuiKey)(io.KeyMap[n] != -1 ? io.KeyMap[n] : n);
8994
                IM_ASSERT(io.KeyMap[n] == -1 || IsNamedKey(key));
8995
                io.KeysData[key].Down = io.KeysDown[n];
8996
                if (key != n)
8997
                    io.KeysDown[key] = io.KeysDown[n]; // Allow legacy code using io.KeysDown[GetKeyIndex()] with old backends
8998
                io.BackendUsingLegacyKeyArrays = 1;
8999
            }
9000
        if (io.BackendUsingLegacyKeyArrays == 1)
9001
        {
9002
            GetKeyData(ImGuiMod_Ctrl)->Down = io.KeyCtrl;
9003
            GetKeyData(ImGuiMod_Shift)->Down = io.KeyShift;
9004
            GetKeyData(ImGuiMod_Alt)->Down = io.KeyAlt;
9005
            GetKeyData(ImGuiMod_Super)->Down = io.KeySuper;
9006
        }
9007
    }
9008
9009
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9010
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
9011
    if (io.BackendUsingLegacyNavInputArray && nav_gamepad_active)
9012
    {
9013
        #define MAP_LEGACY_NAV_INPUT_TO_KEY1(_KEY, _NAV1)           do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f); io.KeysData[_KEY].AnalogValue = io.NavInputs[_NAV1]; } while (0)
9014
        #define MAP_LEGACY_NAV_INPUT_TO_KEY2(_KEY, _NAV1, _NAV2)    do { io.KeysData[_KEY].Down = (io.NavInputs[_NAV1] > 0.0f) || (io.NavInputs[_NAV2] > 0.0f); io.KeysData[_KEY].AnalogValue = ImMax(io.NavInputs[_NAV1], io.NavInputs[_NAV2]); } while (0)
9015
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceDown, ImGuiNavInput_Activate);
9016
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceRight, ImGuiNavInput_Cancel);
9017
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceLeft, ImGuiNavInput_Menu);
9018
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadFaceUp, ImGuiNavInput_Input);
9019
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadLeft, ImGuiNavInput_DpadLeft);
9020
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadRight, ImGuiNavInput_DpadRight);
9021
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadUp, ImGuiNavInput_DpadUp);
9022
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadDpadDown, ImGuiNavInput_DpadDown);
9023
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadL1, ImGuiNavInput_FocusPrev, ImGuiNavInput_TweakSlow);
9024
        MAP_LEGACY_NAV_INPUT_TO_KEY2(ImGuiKey_GamepadR1, ImGuiNavInput_FocusNext, ImGuiNavInput_TweakFast);
9025
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickLeft, ImGuiNavInput_LStickLeft);
9026
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickRight, ImGuiNavInput_LStickRight);
9027
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickUp, ImGuiNavInput_LStickUp);
9028
        MAP_LEGACY_NAV_INPUT_TO_KEY1(ImGuiKey_GamepadLStickDown, ImGuiNavInput_LStickDown);
9029
        #undef NAV_MAP_KEY
9030
    }
9031
#endif
9032
#endif
9033
9034
    // Update aliases
9035
0
    for (int n = 0; n < ImGuiMouseButton_COUNT; n++)
9036
0
        UpdateAliasKey(MouseButtonToKey(n), io.MouseDown[n], io.MouseDown[n] ? 1.0f : 0.0f);
9037
0
    UpdateAliasKey(ImGuiKey_MouseWheelX, io.MouseWheelH != 0.0f, io.MouseWheelH);
9038
0
    UpdateAliasKey(ImGuiKey_MouseWheelY, io.MouseWheel != 0.0f, io.MouseWheel);
9039
9040
    // Synchronize io.KeyMods and io.KeyXXX values.
9041
    // - New backends (1.87+): send io.AddKeyEvent(ImGuiMod_XXX) ->                                      -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9042
    // - Legacy backends:      set io.KeyXXX bools               -> (above) set key array from io.KeyXXX -> (here) deriving io.KeyMods + io.KeyXXX from key array.
9043
    // So with legacy backends the 4 values will do a unnecessary back-and-forth but it makes the code simpler and future facing.
9044
0
    io.KeyMods = GetMergedModsFromKeys();
9045
0
    io.KeyCtrl = (io.KeyMods & ImGuiMod_Ctrl) != 0;
9046
0
    io.KeyShift = (io.KeyMods & ImGuiMod_Shift) != 0;
9047
0
    io.KeyAlt = (io.KeyMods & ImGuiMod_Alt) != 0;
9048
0
    io.KeySuper = (io.KeyMods & ImGuiMod_Super) != 0;
9049
9050
    // Clear gamepad data if disabled
9051
0
    if ((io.BackendFlags & ImGuiBackendFlags_HasGamepad) == 0)
9052
0
        for (int i = ImGuiKey_Gamepad_BEGIN; i < ImGuiKey_Gamepad_END; i++)
9053
0
        {
9054
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].Down = false;
9055
0
            io.KeysData[i - ImGuiKey_KeysData_OFFSET].AnalogValue = 0.0f;
9056
0
        }
9057
9058
    // Update keys
9059
0
    for (int i = 0; i < ImGuiKey_KeysData_SIZE; i++)
9060
0
    {
9061
0
        ImGuiKeyData* key_data = &io.KeysData[i];
9062
0
        key_data->DownDurationPrev = key_data->DownDuration;
9063
0
        key_data->DownDuration = key_data->Down ? (key_data->DownDuration < 0.0f ? 0.0f : key_data->DownDuration + io.DeltaTime) : -1.0f;
9064
0
    }
9065
9066
    // Update keys/input owner (named keys only): one entry per key
9067
0
    for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
9068
0
    {
9069
0
        ImGuiKeyData* key_data = &io.KeysData[key - ImGuiKey_KeysData_OFFSET];
9070
0
        ImGuiKeyOwnerData* owner_data = &g.KeysOwnerData[key - ImGuiKey_NamedKey_BEGIN];
9071
0
        owner_data->OwnerCurr = owner_data->OwnerNext;
9072
0
        if (!key_data->Down) // Important: ownership is released on the frame after a release. Ensure a 'MouseDown -> CloseWindow -> MouseUp' chain doesn't lead to someone else seeing the MouseUp.
9073
0
            owner_data->OwnerNext = ImGuiKeyOwner_None;
9074
0
        owner_data->LockThisFrame = owner_data->LockUntilRelease = owner_data->LockUntilRelease && key_data->Down;  // Clear LockUntilRelease when key is not Down anymore
9075
0
    }
9076
9077
0
    UpdateKeyRoutingTable(&g.KeysRoutingTable);
9078
0
}
9079
9080
static void ImGui::UpdateMouseInputs()
9081
0
{
9082
0
    ImGuiContext& g = *GImGui;
9083
0
    ImGuiIO& io = g.IO;
9084
9085
    // Mouse Wheel swapping flag
9086
    // As a standard behavior holding SHIFT while using Vertical Mouse Wheel triggers Horizontal scroll instead
9087
    // - We avoid doing it on OSX as it the OS input layer handles this already.
9088
    // - FIXME: However this means when running on OSX over Emscripten, Shift+WheelY will incur two swapping (1 in OS, 1 here), canceling the feature.
9089
    // - FIXME: When we can distinguish e.g. touchpad scroll events from mouse ones, we'll set this accordingly based on input source.
9090
0
    io.MouseWheelRequestAxisSwap = io.KeyShift && !io.ConfigMacOSXBehaviors;
9091
9092
    // Round mouse position to avoid spreading non-rounded position (e.g. UpdateManualResize doesn't support them well)
9093
0
    if (IsMousePosValid(&io.MousePos))
9094
0
        io.MousePos = g.MouseLastValidPos = ImFloorSigned(io.MousePos);
9095
9096
    // If mouse just appeared or disappeared (usually denoted by -FLT_MAX components) we cancel out movement in MouseDelta
9097
0
    if (IsMousePosValid(&io.MousePos) && IsMousePosValid(&io.MousePosPrev))
9098
0
        io.MouseDelta = io.MousePos - io.MousePosPrev;
9099
0
    else
9100
0
        io.MouseDelta = ImVec2(0.0f, 0.0f);
9101
9102
    // If mouse moved we re-enable mouse hovering in case it was disabled by gamepad/keyboard. In theory should use a >0.0f threshold but would need to reset in everywhere we set this to true.
9103
0
    if (io.MouseDelta.x != 0.0f || io.MouseDelta.y != 0.0f)
9104
0
        g.NavDisableMouseHover = false;
9105
9106
0
    io.MousePosPrev = io.MousePos;
9107
0
    for (int i = 0; i < IM_ARRAYSIZE(io.MouseDown); i++)
9108
0
    {
9109
0
        io.MouseClicked[i] = io.MouseDown[i] && io.MouseDownDuration[i] < 0.0f;
9110
0
        io.MouseClickedCount[i] = 0; // Will be filled below
9111
0
        io.MouseReleased[i] = !io.MouseDown[i] && io.MouseDownDuration[i] >= 0.0f;
9112
0
        io.MouseDownDurationPrev[i] = io.MouseDownDuration[i];
9113
0
        io.MouseDownDuration[i] = io.MouseDown[i] ? (io.MouseDownDuration[i] < 0.0f ? 0.0f : io.MouseDownDuration[i] + io.DeltaTime) : -1.0f;
9114
0
        if (io.MouseClicked[i])
9115
0
        {
9116
0
            bool is_repeated_click = false;
9117
0
            if ((float)(g.Time - io.MouseClickedTime[i]) < io.MouseDoubleClickTime)
9118
0
            {
9119
0
                ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9120
0
                if (ImLengthSqr(delta_from_click_pos) < io.MouseDoubleClickMaxDist * io.MouseDoubleClickMaxDist)
9121
0
                    is_repeated_click = true;
9122
0
            }
9123
0
            if (is_repeated_click)
9124
0
                io.MouseClickedLastCount[i]++;
9125
0
            else
9126
0
                io.MouseClickedLastCount[i] = 1;
9127
0
            io.MouseClickedTime[i] = g.Time;
9128
0
            io.MouseClickedPos[i] = io.MousePos;
9129
0
            io.MouseClickedCount[i] = io.MouseClickedLastCount[i];
9130
0
            io.MouseDragMaxDistanceAbs[i] = ImVec2(0.0f, 0.0f);
9131
0
            io.MouseDragMaxDistanceSqr[i] = 0.0f;
9132
0
        }
9133
0
        else if (io.MouseDown[i])
9134
0
        {
9135
            // Maintain the maximum distance we reaching from the initial click position, which is used with dragging threshold
9136
0
            ImVec2 delta_from_click_pos = IsMousePosValid(&io.MousePos) ? (io.MousePos - io.MouseClickedPos[i]) : ImVec2(0.0f, 0.0f);
9137
0
            io.MouseDragMaxDistanceSqr[i] = ImMax(io.MouseDragMaxDistanceSqr[i], ImLengthSqr(delta_from_click_pos));
9138
0
            io.MouseDragMaxDistanceAbs[i].x = ImMax(io.MouseDragMaxDistanceAbs[i].x, delta_from_click_pos.x < 0.0f ? -delta_from_click_pos.x : delta_from_click_pos.x);
9139
0
            io.MouseDragMaxDistanceAbs[i].y = ImMax(io.MouseDragMaxDistanceAbs[i].y, delta_from_click_pos.y < 0.0f ? -delta_from_click_pos.y : delta_from_click_pos.y);
9140
0
        }
9141
9142
        // We provide io.MouseDoubleClicked[] as a legacy service
9143
0
        io.MouseDoubleClicked[i] = (io.MouseClickedCount[i] == 2);
9144
9145
        // Clicking any mouse button reactivate mouse hovering which may have been deactivated by gamepad/keyboard navigation
9146
0
        if (io.MouseClicked[i])
9147
0
            g.NavDisableMouseHover = false;
9148
0
    }
9149
0
}
9150
9151
static void LockWheelingWindow(ImGuiWindow* window, float wheel_amount)
9152
0
{
9153
0
    ImGuiContext& g = *GImGui;
9154
0
    if (window)
9155
0
        g.WheelingWindowReleaseTimer = ImMin(g.WheelingWindowReleaseTimer + ImAbs(wheel_amount) * WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER, WINDOWS_MOUSE_WHEEL_SCROLL_LOCK_TIMER);
9156
0
    else
9157
0
        g.WheelingWindowReleaseTimer = 0.0f;
9158
0
    if (g.WheelingWindow == window)
9159
0
        return;
9160
0
    IMGUI_DEBUG_LOG_IO("LockWheelingWindow() \"%s\"\n", window ? window->Name : "NULL");
9161
0
    g.WheelingWindow = window;
9162
0
    g.WheelingWindowRefMousePos = g.IO.MousePos;
9163
0
    if (window == NULL)
9164
0
    {
9165
0
        g.WheelingWindowStartFrame = -1;
9166
0
        g.WheelingAxisAvg = ImVec2(0.0f, 0.0f);
9167
0
    }
9168
0
}
9169
9170
static ImGuiWindow* FindBestWheelingWindow(const ImVec2& wheel)
9171
0
{
9172
    // For each axis, find window in the hierarchy that may want to use scrolling
9173
0
    ImGuiContext& g = *GImGui;
9174
0
    ImGuiWindow* windows[2] = { NULL, NULL };
9175
0
    for (int axis = 0; axis < 2; axis++)
9176
0
        if (wheel[axis] != 0.0f)
9177
0
            for (ImGuiWindow* window = windows[axis] = g.HoveredWindow; window->Flags & ImGuiWindowFlags_ChildWindow; window = windows[axis] = window->ParentWindow)
9178
0
            {
9179
                // Bubble up into parent window if:
9180
                // - a child window doesn't allow any scrolling.
9181
                // - a child window has the ImGuiWindowFlags_NoScrollWithMouse flag.
9182
                //// - a child window doesn't need scrolling because it is already at the edge for the direction we are going in (FIXME-WIP)
9183
0
                const bool has_scrolling = (window->ScrollMax[axis] != 0.0f);
9184
0
                const bool inputs_disabled = (window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs);
9185
                //const bool scrolling_past_limits = (wheel_v < 0.0f) ? (window->Scroll[axis] <= 0.0f) : (window->Scroll[axis] >= window->ScrollMax[axis]);
9186
0
                if (has_scrolling && !inputs_disabled) // && !scrolling_past_limits)
9187
0
                    break; // select this window
9188
0
            }
9189
0
    if (windows[0] == NULL && windows[1] == NULL)
9190
0
        return NULL;
9191
9192
    // If there's only one window or only one axis then there's no ambiguity
9193
0
    if (windows[0] == windows[1] || windows[0] == NULL || windows[1] == NULL)
9194
0
        return windows[1] ? windows[1] : windows[0];
9195
9196
    // If candidate are different windows we need to decide which one to prioritize
9197
    // - First frame: only find a winner if one axis is zero.
9198
    // - Subsequent frames: only find a winner when one is more than the other.
9199
0
    if (g.WheelingWindowStartFrame == -1)
9200
0
        g.WheelingWindowStartFrame = g.FrameCount;
9201
0
    if ((g.WheelingWindowStartFrame == g.FrameCount && wheel.x != 0.0f && wheel.y != 0.0f) || (g.WheelingAxisAvg.x == g.WheelingAxisAvg.y))
9202
0
    {
9203
0
        g.WheelingWindowWheelRemainder = wheel;
9204
0
        return NULL;
9205
0
    }
9206
0
    return (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? windows[0] : windows[1];
9207
0
}
9208
9209
// Called by NewFrame()
9210
void ImGui::UpdateMouseWheel()
9211
0
{
9212
    // Reset the locked window if we move the mouse or after the timer elapses.
9213
    // FIXME: Ideally we could refactor to have one timer for "changing window w/ same axis" and a shorter timer for "changing window or axis w/ other axis" (#3795)
9214
0
    ImGuiContext& g = *GImGui;
9215
0
    if (g.WheelingWindow != NULL)
9216
0
    {
9217
0
        g.WheelingWindowReleaseTimer -= g.IO.DeltaTime;
9218
0
        if (IsMousePosValid() && ImLengthSqr(g.IO.MousePos - g.WheelingWindowRefMousePos) > g.IO.MouseDragThreshold * g.IO.MouseDragThreshold)
9219
0
            g.WheelingWindowReleaseTimer = 0.0f;
9220
0
        if (g.WheelingWindowReleaseTimer <= 0.0f)
9221
0
            LockWheelingWindow(NULL, 0.0f);
9222
0
    }
9223
9224
0
    ImVec2 wheel;
9225
0
    wheel.x = TestKeyOwner(ImGuiKey_MouseWheelX, ImGuiKeyOwner_None) ? g.IO.MouseWheelH : 0.0f;
9226
0
    wheel.y = TestKeyOwner(ImGuiKey_MouseWheelY, ImGuiKeyOwner_None) ? g.IO.MouseWheel : 0.0f;
9227
9228
    //IMGUI_DEBUG_LOG("MouseWheel X:%.3f Y:%.3f\n", wheel_x, wheel_y);
9229
0
    ImGuiWindow* mouse_window = g.WheelingWindow ? g.WheelingWindow : g.HoveredWindow;
9230
0
    if (!mouse_window || mouse_window->Collapsed)
9231
0
        return;
9232
9233
    // Zoom / Scale window
9234
    // FIXME-OBSOLETE: This is an old feature, it still works but pretty much nobody is using it and may be best redesigned.
9235
0
    if (wheel.y != 0.0f && g.IO.KeyCtrl && g.IO.FontAllowUserScaling)
9236
0
    {
9237
0
        LockWheelingWindow(mouse_window, wheel.y);
9238
0
        ImGuiWindow* window = mouse_window;
9239
0
        const float new_font_scale = ImClamp(window->FontWindowScale + g.IO.MouseWheel * 0.10f, 0.50f, 2.50f);
9240
0
        const float scale = new_font_scale / window->FontWindowScale;
9241
0
        window->FontWindowScale = new_font_scale;
9242
0
        if (window == window->RootWindow)
9243
0
        {
9244
0
            const ImVec2 offset = window->Size * (1.0f - scale) * (g.IO.MousePos - window->Pos) / window->Size;
9245
0
            SetWindowPos(window, window->Pos + offset, 0);
9246
0
            window->Size = ImFloor(window->Size * scale);
9247
0
            window->SizeFull = ImFloor(window->SizeFull * scale);
9248
0
        }
9249
0
        return;
9250
0
    }
9251
0
    if (g.IO.KeyCtrl)
9252
0
        return;
9253
9254
    // Mouse wheel scrolling
9255
    // Read about io.MouseWheelRequestAxisSwap and its issue on Mac+Emscripten in UpdateMouseInputs()
9256
0
    if (g.IO.MouseWheelRequestAxisSwap)
9257
0
        wheel = ImVec2(wheel.y, 0.0f);
9258
9259
    // Maintain a rough average of moving magnitude on both axises
9260
    // FIXME: should by based on wall clock time rather than frame-counter
9261
0
    g.WheelingAxisAvg.x = ImExponentialMovingAverage(g.WheelingAxisAvg.x, ImAbs(wheel.x), 30);
9262
0
    g.WheelingAxisAvg.y = ImExponentialMovingAverage(g.WheelingAxisAvg.y, ImAbs(wheel.y), 30);
9263
9264
    // In the rare situation where FindBestWheelingWindow() had to defer first frame of wheeling due to ambiguous main axis, reinject it now.
9265
0
    wheel += g.WheelingWindowWheelRemainder;
9266
0
    g.WheelingWindowWheelRemainder = ImVec2(0.0f, 0.0f);
9267
0
    if (wheel.x == 0.0f && wheel.y == 0.0f)
9268
0
        return;
9269
9270
    // Mouse wheel scrolling: find target and apply
9271
    // - don't renew lock if axis doesn't apply on the window.
9272
    // - select a main axis when both axises are being moved.
9273
0
    if (ImGuiWindow* window = (g.WheelingWindow ? g.WheelingWindow : FindBestWheelingWindow(wheel)))
9274
0
        if (!(window->Flags & ImGuiWindowFlags_NoScrollWithMouse) && !(window->Flags & ImGuiWindowFlags_NoMouseInputs))
9275
0
        {
9276
0
            bool do_scroll[2] = { wheel.x != 0.0f && window->ScrollMax.x != 0.0f, wheel.y != 0.0f && window->ScrollMax.y != 0.0f };
9277
0
            if (do_scroll[ImGuiAxis_X] && do_scroll[ImGuiAxis_Y])
9278
0
                do_scroll[(g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? ImGuiAxis_Y : ImGuiAxis_X] = false;
9279
0
            if (do_scroll[ImGuiAxis_X])
9280
0
            {
9281
0
                LockWheelingWindow(window, wheel.x);
9282
0
                float max_step = window->InnerRect.GetWidth() * 0.67f;
9283
0
                float scroll_step = ImFloor(ImMin(2 * window->CalcFontSize(), max_step));
9284
0
                SetScrollX(window, window->Scroll.x - wheel.x * scroll_step);
9285
0
            }
9286
0
            if (do_scroll[ImGuiAxis_Y])
9287
0
            {
9288
0
                LockWheelingWindow(window, wheel.y);
9289
0
                float max_step = window->InnerRect.GetHeight() * 0.67f;
9290
0
                float scroll_step = ImFloor(ImMin(5 * window->CalcFontSize(), max_step));
9291
0
                SetScrollY(window, window->Scroll.y - wheel.y * scroll_step);
9292
0
            }
9293
0
        }
9294
0
}
9295
9296
void ImGui::SetNextFrameWantCaptureKeyboard(bool want_capture_keyboard)
9297
0
{
9298
0
    ImGuiContext& g = *GImGui;
9299
0
    g.WantCaptureKeyboardNextFrame = want_capture_keyboard ? 1 : 0;
9300
0
}
9301
9302
void ImGui::SetNextFrameWantCaptureMouse(bool want_capture_mouse)
9303
0
{
9304
0
    ImGuiContext& g = *GImGui;
9305
0
    g.WantCaptureMouseNextFrame = want_capture_mouse ? 1 : 0;
9306
0
}
9307
9308
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9309
static const char* GetInputSourceName(ImGuiInputSource source)
9310
0
{
9311
0
    const char* input_source_names[] = { "None", "Mouse", "Keyboard", "Gamepad", "Clipboard" };
9312
0
    IM_ASSERT(IM_ARRAYSIZE(input_source_names) == ImGuiInputSource_COUNT && source >= 0 && source < ImGuiInputSource_COUNT);
9313
0
    return input_source_names[source];
9314
0
}
9315
static const char* GetMouseSourceName(ImGuiMouseSource source)
9316
0
{
9317
0
    const char* mouse_source_names[] = { "Mouse", "TouchScreen", "Pen" };
9318
0
    IM_ASSERT(IM_ARRAYSIZE(mouse_source_names) == ImGuiMouseSource_COUNT && source >= 0 && source < ImGuiMouseSource_COUNT);
9319
0
    return mouse_source_names[source];
9320
0
}
9321
static void DebugPrintInputEvent(const char* prefix, const ImGuiInputEvent* e)
9322
0
{
9323
0
    ImGuiContext& g = *GImGui;
9324
0
    if (e->Type == ImGuiInputEventType_MousePos)    { if (e->MousePos.PosX == -FLT_MAX && e->MousePos.PosY == -FLT_MAX) IMGUI_DEBUG_LOG_IO("%s: MousePos (-FLT_MAX, -FLT_MAX)\n", prefix); else IMGUI_DEBUG_LOG_IO("%s: MousePos (%.1f, %.1f) (%s)\n", prefix, e->MousePos.PosX, e->MousePos.PosY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9325
0
    if (e->Type == ImGuiInputEventType_MouseButton) { IMGUI_DEBUG_LOG_IO("%s: MouseButton %d %s (%s)\n", prefix, e->MouseButton.Button, e->MouseButton.Down ? "Down" : "Up", GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9326
0
    if (e->Type == ImGuiInputEventType_MouseWheel)  { IMGUI_DEBUG_LOG_IO("%s: MouseWheel (%.3f, %.3f) (%s)\n", prefix, e->MouseWheel.WheelX, e->MouseWheel.WheelY, GetMouseSourceName(e->MouseWheel.MouseSource)); return; }
9327
0
    if (e->Type == ImGuiInputEventType_MouseViewport){IMGUI_DEBUG_LOG_IO("%s: MouseViewport (0x%08X)\n", prefix, e->MouseViewport.HoveredViewportID); return; }
9328
0
    if (e->Type == ImGuiInputEventType_Key)         { IMGUI_DEBUG_LOG_IO("%s: Key \"%s\" %s\n", prefix, ImGui::GetKeyName(e->Key.Key), e->Key.Down ? "Down" : "Up"); return; }
9329
0
    if (e->Type == ImGuiInputEventType_Text)        { IMGUI_DEBUG_LOG_IO("%s: Text: %c (U+%08X)\n", prefix, e->Text.Char, e->Text.Char); return; }
9330
0
    if (e->Type == ImGuiInputEventType_Focus)       { IMGUI_DEBUG_LOG_IO("%s: AppFocused %d\n", prefix, e->AppFocused.Focused); return; }
9331
0
}
9332
#endif
9333
9334
// Process input queue
9335
// We always call this with the value of 'bool g.IO.ConfigInputTrickleEventQueue'.
9336
// - trickle_fast_inputs = false : process all events, turn into flattened input state (e.g. successive down/up/down/up will be lost)
9337
// - trickle_fast_inputs = true  : process as many events as possible (successive down/up/down/up will be trickled over several frames so nothing is lost) (new feature in 1.87)
9338
void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
9339
0
{
9340
0
    ImGuiContext& g = *GImGui;
9341
0
    ImGuiIO& io = g.IO;
9342
9343
    // Only trickle chars<>key when working with InputText()
9344
    // FIXME: InputText() could parse event trail?
9345
    // FIXME: Could specialize chars<>keys trickling rules for control keys (those not typically associated to characters)
9346
0
    const bool trickle_interleaved_keys_and_text = (trickle_fast_inputs && g.WantTextInputNextFrame == 1);
9347
9348
0
    bool mouse_moved = false, mouse_wheeled = false, key_changed = false, text_inputted = false;
9349
0
    int  mouse_button_changed = 0x00;
9350
0
    ImBitArray<ImGuiKey_KeysData_SIZE> key_changed_mask;
9351
9352
0
    int event_n = 0;
9353
0
    for (; event_n < g.InputEventsQueue.Size; event_n++)
9354
0
    {
9355
0
        ImGuiInputEvent* e = &g.InputEventsQueue[event_n];
9356
0
        if (e->Type == ImGuiInputEventType_MousePos)
9357
0
        {
9358
            // Trickling Rule: Stop processing queued events if we already handled a mouse button change
9359
0
            ImVec2 event_pos(e->MousePos.PosX, e->MousePos.PosY);
9360
0
            if (trickle_fast_inputs && (mouse_button_changed != 0 || mouse_wheeled || key_changed || text_inputted))
9361
0
                break;
9362
0
            io.MousePos = event_pos;
9363
0
            io.MouseSource = e->MousePos.MouseSource;
9364
0
            mouse_moved = true;
9365
0
        }
9366
0
        else if (e->Type == ImGuiInputEventType_MouseButton)
9367
0
        {
9368
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9369
0
            const ImGuiMouseButton button = e->MouseButton.Button;
9370
0
            IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT);
9371
0
            if (trickle_fast_inputs && ((mouse_button_changed & (1 << button)) || mouse_wheeled))
9372
0
                break;
9373
0
            if (trickle_fast_inputs && e->MouseButton.MouseSource == ImGuiMouseSource_TouchScreen && mouse_moved) // #2702: TouchScreen have no initial hover.
9374
0
                break;
9375
0
            io.MouseDown[button] = e->MouseButton.Down;
9376
0
            io.MouseSource = e->MouseButton.MouseSource;
9377
0
            mouse_button_changed |= (1 << button);
9378
0
        }
9379
0
        else if (e->Type == ImGuiInputEventType_MouseWheel)
9380
0
        {
9381
            // Trickling Rule: Stop processing queued events if we got multiple action on the event
9382
0
            if (trickle_fast_inputs && (mouse_moved || mouse_button_changed != 0))
9383
0
                break;
9384
0
            io.MouseWheelH += e->MouseWheel.WheelX;
9385
0
            io.MouseWheel += e->MouseWheel.WheelY;
9386
0
            io.MouseSource = e->MouseWheel.MouseSource;
9387
0
            mouse_wheeled = true;
9388
0
        }
9389
0
        else if (e->Type == ImGuiInputEventType_MouseViewport)
9390
0
        {
9391
0
            io.MouseHoveredViewport = e->MouseViewport.HoveredViewportID;
9392
0
        }
9393
0
        else if (e->Type == ImGuiInputEventType_Key)
9394
0
        {
9395
            // Trickling Rule: Stop processing queued events if we got multiple action on the same button
9396
0
            ImGuiKey key = e->Key.Key;
9397
0
            IM_ASSERT(key != ImGuiKey_None);
9398
0
            ImGuiKeyData* key_data = GetKeyData(key);
9399
0
            const int key_data_index = (int)(key_data - g.IO.KeysData);
9400
0
            if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
9401
0
                break;
9402
0
            key_data->Down = e->Key.Down;
9403
0
            key_data->AnalogValue = e->Key.AnalogValue;
9404
0
            key_changed = true;
9405
0
            key_changed_mask.SetBit(key_data_index);
9406
9407
            // Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
9408
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9409
            io.KeysDown[key_data_index] = key_data->Down;
9410
            if (io.KeyMap[key_data_index] != -1)
9411
                io.KeysDown[io.KeyMap[key_data_index]] = key_data->Down;
9412
#endif
9413
0
        }
9414
0
        else if (e->Type == ImGuiInputEventType_Text)
9415
0
        {
9416
            // Trickling Rule: Stop processing queued events if keys/mouse have been interacted with
9417
0
            if (trickle_fast_inputs && ((key_changed && trickle_interleaved_keys_and_text) || mouse_button_changed != 0 || mouse_moved || mouse_wheeled))
9418
0
                break;
9419
0
            unsigned int c = e->Text.Char;
9420
0
            io.InputQueueCharacters.push_back(c <= IM_UNICODE_CODEPOINT_MAX ? (ImWchar)c : IM_UNICODE_CODEPOINT_INVALID);
9421
0
            if (trickle_interleaved_keys_and_text)
9422
0
                text_inputted = true;
9423
0
        }
9424
0
        else if (e->Type == ImGuiInputEventType_Focus)
9425
0
        {
9426
            // We intentionally overwrite this and process in NewFrame(), in order to give a chance
9427
            // to multi-viewports backends to queue AddFocusEvent(false) + AddFocusEvent(true) in same frame.
9428
0
            const bool focus_lost = !e->AppFocused.Focused;
9429
0
            io.AppFocusLost = focus_lost;
9430
0
        }
9431
0
        else
9432
0
        {
9433
0
            IM_ASSERT(0 && "Unknown event!");
9434
0
        }
9435
0
    }
9436
9437
    // Record trail (for domain-specific applications wanting to access a precise trail)
9438
    //if (event_n != 0) IMGUI_DEBUG_LOG_IO("Processed: %d / Remaining: %d\n", event_n, g.InputEventsQueue.Size - event_n);
9439
0
    for (int n = 0; n < event_n; n++)
9440
0
        g.InputEventsTrail.push_back(g.InputEventsQueue[n]);
9441
9442
    // [DEBUG]
9443
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
9444
0
    if (event_n != 0 && (g.DebugLogFlags & ImGuiDebugLogFlags_EventIO))
9445
0
        for (int n = 0; n < g.InputEventsQueue.Size; n++)
9446
0
            DebugPrintInputEvent(n < event_n ? "Processed" : "Remaining", &g.InputEventsQueue[n]);
9447
0
#endif
9448
9449
    // Remaining events will be processed on the next frame
9450
0
    if (event_n == g.InputEventsQueue.Size)
9451
0
        g.InputEventsQueue.resize(0);
9452
0
    else
9453
0
        g.InputEventsQueue.erase(g.InputEventsQueue.Data, g.InputEventsQueue.Data + event_n);
9454
9455
    // Clear buttons state when focus is lost
9456
    // - this is useful so e.g. releasing Alt after focus loss on Alt-Tab doesn't trigger the Alt menu toggle.
9457
    // - we clear in EndFrame() and not now in order allow application/user code polling this flag
9458
    //   (e.g. custom backend may want to clear additional data, custom widgets may want to react with a "canceling" event).
9459
0
    if (g.IO.AppFocusLost)
9460
0
        g.IO.ClearInputKeys();
9461
0
}
9462
9463
ImGuiID ImGui::GetKeyOwner(ImGuiKey key)
9464
0
{
9465
0
    if (!IsNamedKeyOrModKey(key))
9466
0
        return ImGuiKeyOwner_None;
9467
9468
0
    ImGuiContext& g = *GImGui;
9469
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9470
0
    ImGuiID owner_id = owner_data->OwnerCurr;
9471
9472
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9473
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9474
0
            return ImGuiKeyOwner_None;
9475
9476
0
    return owner_id;
9477
0
}
9478
9479
// TestKeyOwner(..., ID)   : (owner == None || owner == ID)
9480
// TestKeyOwner(..., None) : (owner == None)
9481
// TestKeyOwner(..., Any)  : no owner test
9482
// All paths are also testing for key not being locked, for the rare cases that key have been locked with using ImGuiInputFlags_LockXXX flags.
9483
bool ImGui::TestKeyOwner(ImGuiKey key, ImGuiID owner_id)
9484
0
{
9485
0
    if (!IsNamedKeyOrModKey(key))
9486
0
        return true;
9487
9488
0
    ImGuiContext& g = *GImGui;
9489
0
    if (g.ActiveIdUsingAllKeyboardKeys && owner_id != g.ActiveId && owner_id != ImGuiKeyOwner_Any)
9490
0
        if (key >= ImGuiKey_Keyboard_BEGIN && key < ImGuiKey_Keyboard_END)
9491
0
            return false;
9492
9493
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9494
0
    if (owner_id == ImGuiKeyOwner_Any)
9495
0
        return (owner_data->LockThisFrame == false);
9496
9497
    // Note: SetKeyOwner() sets OwnerCurr. It is not strictly required for most mouse routing overlap (because of ActiveId/HoveredId
9498
    // are acting as filter before this has a chance to filter), but sane as soon as user tries to look into things.
9499
    // Setting OwnerCurr in SetKeyOwner() is more consistent than testing OwnerNext here: would be inconsistent with getter and other functions.
9500
0
    if (owner_data->OwnerCurr != owner_id)
9501
0
    {
9502
0
        if (owner_data->LockThisFrame)
9503
0
            return false;
9504
0
        if (owner_data->OwnerCurr != ImGuiKeyOwner_None)
9505
0
            return false;
9506
0
    }
9507
9508
0
    return true;
9509
0
}
9510
9511
// _LockXXX flags are useful to lock keys away from code which is not input-owner aware.
9512
// When using _LockXXX flags, you can use ImGuiKeyOwner_Any to lock keys from everyone.
9513
// - SetKeyOwner(..., None)              : clears owner
9514
// - SetKeyOwner(..., Any, !Lock)        : illegal (assert)
9515
// - SetKeyOwner(..., Any or None, Lock) : set lock
9516
void ImGui::SetKeyOwner(ImGuiKey key, ImGuiID owner_id, ImGuiInputFlags flags)
9517
0
{
9518
0
    IM_ASSERT(IsNamedKeyOrModKey(key) && (owner_id != ImGuiKeyOwner_Any || (flags & (ImGuiInputFlags_LockThisFrame | ImGuiInputFlags_LockUntilRelease)))); // Can only use _Any with _LockXXX flags (to eat a key away without an ID to retrieve it)
9519
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetKeyOwner) == 0); // Passing flags not supported by this function!
9520
9521
0
    ImGuiContext& g = *GImGui;
9522
0
    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
9523
0
    owner_data->OwnerCurr = owner_data->OwnerNext = owner_id;
9524
9525
    // We cannot lock by default as it would likely break lots of legacy code.
9526
    // In the case of using LockUntilRelease while key is not down we still lock during the frame (no key_data->Down test)
9527
0
    owner_data->LockUntilRelease = (flags & ImGuiInputFlags_LockUntilRelease) != 0;
9528
0
    owner_data->LockThisFrame = (flags & ImGuiInputFlags_LockThisFrame) != 0 || (owner_data->LockUntilRelease);
9529
0
}
9530
9531
// Rarely used helper
9532
void ImGui::SetKeyOwnersForKeyChord(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9533
0
{
9534
0
    if (key_chord & ImGuiMod_Ctrl)      { SetKeyOwner(ImGuiMod_Ctrl, owner_id, flags); }
9535
0
    if (key_chord & ImGuiMod_Shift)     { SetKeyOwner(ImGuiMod_Shift, owner_id, flags); }
9536
0
    if (key_chord & ImGuiMod_Alt)       { SetKeyOwner(ImGuiMod_Alt, owner_id, flags); }
9537
0
    if (key_chord & ImGuiMod_Super)     { SetKeyOwner(ImGuiMod_Super, owner_id, flags); }
9538
0
    if (key_chord & ImGuiMod_Shortcut)  { SetKeyOwner(ImGuiMod_Shortcut, owner_id, flags); }
9539
0
    if (key_chord & ~ImGuiMod_Mask_)    { SetKeyOwner((ImGuiKey)(key_chord & ~ImGuiMod_Mask_), owner_id, flags); }
9540
0
}
9541
9542
// This is more or less equivalent to:
9543
//   if (IsItemHovered() || IsItemActive())
9544
//       SetKeyOwner(key, GetItemID());
9545
// Extensive uses of that (e.g. many calls for a single item) may want to manually perform the tests once and then call SetKeyOwner() multiple times.
9546
// More advanced usage scenarios may want to call SetKeyOwner() manually based on different condition.
9547
// Worth noting is that only one item can be hovered and only one item can be active, therefore this usage pattern doesn't need to bother with routing and priority.
9548
void ImGui::SetItemKeyOwner(ImGuiKey key, ImGuiInputFlags flags)
9549
0
{
9550
0
    ImGuiContext& g = *GImGui;
9551
0
    ImGuiID id = g.LastItemData.ID;
9552
0
    if (id == 0 || (g.HoveredId != id && g.ActiveId != id))
9553
0
        return;
9554
0
    if ((flags & ImGuiInputFlags_CondMask_) == 0)
9555
0
        flags |= ImGuiInputFlags_CondDefault_;
9556
0
    if ((g.HoveredId == id && (flags & ImGuiInputFlags_CondHovered)) || (g.ActiveId == id && (flags & ImGuiInputFlags_CondActive)))
9557
0
    {
9558
0
        IM_ASSERT((flags & ~ImGuiInputFlags_SupportedBySetItemKeyOwner) == 0); // Passing flags not supported by this function!
9559
0
        SetKeyOwner(key, id, flags & ~ImGuiInputFlags_CondMask_);
9560
0
    }
9561
0
}
9562
9563
bool ImGui::Shortcut(ImGuiKeyChord key_chord, ImGuiID owner_id, ImGuiInputFlags flags)
9564
0
{
9565
0
    ImGuiContext& g = *GImGui;
9566
9567
    // When using (owner_id == 0/Any): SetShortcutRouting() will use CurrentFocusScopeId and filter with this, so IsKeyPressed() is fine with he 0/Any.
9568
0
    if ((flags & ImGuiInputFlags_RouteMask_) == 0)
9569
0
        flags |= ImGuiInputFlags_RouteFocused;
9570
0
    if (!SetShortcutRouting(key_chord, owner_id, flags))
9571
0
        return false;
9572
9573
0
    if (key_chord & ImGuiMod_Shortcut)
9574
0
        key_chord = ConvertShortcutMod(key_chord);
9575
0
    ImGuiKey mods = (ImGuiKey)(key_chord & ImGuiMod_Mask_);
9576
0
    if (g.IO.KeyMods != mods)
9577
0
        return false;
9578
9579
    // Special storage location for mods
9580
0
    ImGuiKey key = (ImGuiKey)(key_chord & ~ImGuiMod_Mask_);
9581
0
    if (key == ImGuiKey_None)
9582
0
        key = ConvertSingleModFlagToKey(&g, mods);
9583
9584
0
    if (!IsKeyPressed(key, owner_id, (flags & (ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateMask_))))
9585
0
        return false;
9586
0
    IM_ASSERT((flags & ~ImGuiInputFlags_SupportedByShortcut) == 0); // Passing flags not supported by this function!
9587
9588
0
    return true;
9589
0
}
9590
9591
9592
//-----------------------------------------------------------------------------
9593
// [SECTION] ERROR CHECKING
9594
//-----------------------------------------------------------------------------
9595
9596
// Helper function to verify ABI compatibility between caller code and compiled version of Dear ImGui.
9597
// Verify that the type sizes are matching between the calling file's compilation unit and imgui.cpp's compilation unit
9598
// If this triggers you have an issue:
9599
// - Most commonly: mismatched headers and compiled code version.
9600
// - Or: mismatched configuration #define, compilation settings, packing pragma etc.
9601
//   The configuration settings mentioned in imconfig.h must be set for all compilation units involved with Dear ImGui,
9602
//   which is way it is required you put them in your imconfig file (and not just before including imgui.h).
9603
//   Otherwise it is possible that different compilation units would see different structure layout
9604
bool ImGui::DebugCheckVersionAndDataLayout(const char* version, size_t sz_io, size_t sz_style, size_t sz_vec2, size_t sz_vec4, size_t sz_vert, size_t sz_idx)
9605
0
{
9606
0
    bool error = false;
9607
0
    if (strcmp(version, IMGUI_VERSION) != 0) { error = true; IM_ASSERT(strcmp(version, IMGUI_VERSION) == 0 && "Mismatched version string!"); }
9608
0
    if (sz_io != sizeof(ImGuiIO)) { error = true; IM_ASSERT(sz_io == sizeof(ImGuiIO) && "Mismatched struct layout!"); }
9609
0
    if (sz_style != sizeof(ImGuiStyle)) { error = true; IM_ASSERT(sz_style == sizeof(ImGuiStyle) && "Mismatched struct layout!"); }
9610
0
    if (sz_vec2 != sizeof(ImVec2)) { error = true; IM_ASSERT(sz_vec2 == sizeof(ImVec2) && "Mismatched struct layout!"); }
9611
0
    if (sz_vec4 != sizeof(ImVec4)) { error = true; IM_ASSERT(sz_vec4 == sizeof(ImVec4) && "Mismatched struct layout!"); }
9612
0
    if (sz_vert != sizeof(ImDrawVert)) { error = true; IM_ASSERT(sz_vert == sizeof(ImDrawVert) && "Mismatched struct layout!"); }
9613
0
    if (sz_idx != sizeof(ImDrawIdx)) { error = true; IM_ASSERT(sz_idx == sizeof(ImDrawIdx) && "Mismatched struct layout!"); }
9614
0
    return !error;
9615
0
}
9616
9617
// Until 1.89 (IMGUI_VERSION_NUM < 18814) it was legal to use SetCursorPos() to extend the boundary of a parent (e.g. window or table cell)
9618
// This is causing issues and ambiguity and we need to retire that.
9619
// See https://github.com/ocornut/imgui/issues/5548 for more details.
9620
// [Scenario 1]
9621
//  Previously this would make the window content size ~200x200:
9622
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + End();  // NOT OK
9623
//  Instead, please submit an item:
9624
//    Begin(...) + SetCursorScreenPos(GetCursorScreenPos() + ImVec2(200,200)) + Dummy(ImVec2(0,0)) + End(); // OK
9625
//  Alternative:
9626
//    Begin(...) + Dummy(ImVec2(200,200)) + End(); // OK
9627
// [Scenario 2]
9628
//  For reference this is one of the issue what we aim to fix with this change:
9629
//    BeginGroup() + SomeItem("foobar") + SetCursorScreenPos(GetCursorScreenPos()) + EndGroup()
9630
//  The previous logic made SetCursorScreenPos(GetCursorScreenPos()) have a side-effect! It would erroneously incorporate ItemSpacing.y after the item into content size, making the group taller!
9631
//  While this code is a little twisted, no-one would expect SetXXX(GetXXX()) to have a side-effect. Using vertical alignment patterns could trigger this issue.
9632
void ImGui::ErrorCheckUsingSetCursorPosToExtendParentBoundaries()
9633
0
{
9634
0
    ImGuiContext& g = *GImGui;
9635
0
    ImGuiWindow* window = g.CurrentWindow;
9636
0
    IM_ASSERT(window->DC.IsSetPos);
9637
0
    window->DC.IsSetPos = false;
9638
0
#ifdef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
9639
0
    if (window->DC.CursorPos.x <= window->DC.CursorMaxPos.x && window->DC.CursorPos.y <= window->DC.CursorMaxPos.y)
9640
0
        return;
9641
0
    if (window->SkipItems)
9642
0
        return;
9643
0
    IM_ASSERT(0 && "Code uses SetCursorPos()/SetCursorScreenPos() to extend window/parent boundaries. Please submit an item e.g. Dummy() to validate extent.");
9644
#else
9645
    window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
9646
#endif
9647
0
}
9648
9649
static void ImGui::ErrorCheckNewFrameSanityChecks()
9650
0
{
9651
0
    ImGuiContext& g = *GImGui;
9652
9653
    // Check user IM_ASSERT macro
9654
    // (IF YOU GET A WARNING OR COMPILE ERROR HERE: it means your assert macro is incorrectly defined!
9655
    //  If your macro uses multiple statements, it NEEDS to be surrounded by a 'do { ... } while (0)' block.
9656
    //  This is a common C/C++ idiom to allow multiple statements macros to be used in control flow blocks.)
9657
    // #define IM_ASSERT(EXPR)   if (SomeCode(EXPR)) SomeMoreCode();                    // Wrong!
9658
    // #define IM_ASSERT(EXPR)   do { if (SomeCode(EXPR)) SomeMoreCode(); } while (0)   // Correct!
9659
0
    if (true) IM_ASSERT(1); else IM_ASSERT(0);
9660
9661
    // Emscripten backends are often imprecise in their submission of DeltaTime. (#6114, #3644)
9662
    // Ideally the Emscripten app/backend should aim to fix or smooth this value and avoid feeding zero, but we tolerate it.
9663
#ifdef __EMSCRIPTEN__
9664
    if (g.IO.DeltaTime <= 0.0f && g.FrameCount > 0)
9665
        g.IO.DeltaTime = 0.00001f;
9666
#endif
9667
9668
    // Check user data
9669
    // (We pass an error message in the assert expression to make it visible to programmers who are not using a debugger, as most assert handlers display their argument)
9670
0
    IM_ASSERT(g.Initialized);
9671
0
    IM_ASSERT((g.IO.DeltaTime > 0.0f || g.FrameCount == 0)              && "Need a positive DeltaTime!");
9672
0
    IM_ASSERT((g.FrameCount == 0 || g.FrameCountEnded == g.FrameCount)  && "Forgot to call Render() or EndFrame() at the end of the previous frame?");
9673
0
    IM_ASSERT(g.IO.DisplaySize.x >= 0.0f && g.IO.DisplaySize.y >= 0.0f  && "Invalid DisplaySize value!");
9674
0
    IM_ASSERT(g.IO.Fonts->IsBuilt()                                     && "Font Atlas not built! Make sure you called ImGui_ImplXXXX_NewFrame() function for renderer backend, which should call io.Fonts->GetTexDataAsRGBA32() / GetTexDataAsAlpha8()");
9675
0
    IM_ASSERT(g.Style.CurveTessellationTol > 0.0f                       && "Invalid style setting!");
9676
0
    IM_ASSERT(g.Style.CircleTessellationMaxError > 0.0f                 && "Invalid style setting!");
9677
0
    IM_ASSERT(g.Style.Alpha >= 0.0f && g.Style.Alpha <= 1.0f            && "Invalid style setting!"); // Allows us to avoid a few clamps in color computations
9678
0
    IM_ASSERT(g.Style.WindowMinSize.x >= 1.0f && g.Style.WindowMinSize.y >= 1.0f && "Invalid style setting.");
9679
0
    IM_ASSERT(g.Style.WindowMenuButtonPosition == ImGuiDir_None || g.Style.WindowMenuButtonPosition == ImGuiDir_Left || g.Style.WindowMenuButtonPosition == ImGuiDir_Right);
9680
0
    IM_ASSERT(g.Style.ColorButtonPosition == ImGuiDir_Left || g.Style.ColorButtonPosition == ImGuiDir_Right);
9681
#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
9682
    for (int n = ImGuiKey_NamedKey_BEGIN; n < ImGuiKey_COUNT; n++)
9683
        IM_ASSERT(g.IO.KeyMap[n] >= -1 && g.IO.KeyMap[n] < ImGuiKey_LegacyNativeKey_END && "io.KeyMap[] contains an out of bound value (need to be 0..511, or -1 for unmapped key)");
9684
9685
    // Check: required key mapping (we intentionally do NOT check all keys to not pressure user into setting up everything, but Space is required and was only added in 1.60 WIP)
9686
    if ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) && g.IO.BackendUsingLegacyKeyArrays == 1)
9687
        IM_ASSERT(g.IO.KeyMap[ImGuiKey_Space] != -1 && "ImGuiKey_Space is not mapped, required for keyboard navigation.");
9688
#endif
9689
9690
    // Check: the io.ConfigWindowsResizeFromEdges option requires backend to honor mouse cursor changes and set the ImGuiBackendFlags_HasMouseCursors flag accordingly.
9691
0
    if (g.IO.ConfigWindowsResizeFromEdges && !(g.IO.BackendFlags & ImGuiBackendFlags_HasMouseCursors))
9692
0
        g.IO.ConfigWindowsResizeFromEdges = false;
9693
9694
    // Perform simple check: error if Docking or Viewport are enabled _exactly_ on frame 1 (instead of frame 0 or later), which is a common error leading to loss of .ini data.
9695
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_DockingEnable) == 0)
9696
0
        IM_ASSERT(0 && "Please set DockingEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9697
0
    if (g.FrameCount == 1 && (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) && (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable) == 0)
9698
0
        IM_ASSERT(0 && "Please set ViewportsEnable before the first call to NewFrame()! Otherwise you will lose your .ini settings!");
9699
9700
    // Perform simple checks: multi-viewport and platform windows support
9701
0
    if (g.IO.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
9702
0
    {
9703
0
        if ((g.IO.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) && (g.IO.BackendFlags & ImGuiBackendFlags_RendererHasViewports))
9704
0
        {
9705
0
            IM_ASSERT((g.FrameCount == 0 || g.FrameCount == g.FrameCountPlatformEnded) && "Forgot to call UpdatePlatformWindows() in main loop after EndFrame()? Check examples/ applications for reference.");
9706
0
            IM_ASSERT(g.PlatformIO.Platform_CreateWindow  != NULL && "Platform init didn't install handlers?");
9707
0
            IM_ASSERT(g.PlatformIO.Platform_DestroyWindow != NULL && "Platform init didn't install handlers?");
9708
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowPos  != NULL && "Platform init didn't install handlers?");
9709
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowPos  != NULL && "Platform init didn't install handlers?");
9710
0
            IM_ASSERT(g.PlatformIO.Platform_GetWindowSize != NULL && "Platform init didn't install handlers?");
9711
0
            IM_ASSERT(g.PlatformIO.Platform_SetWindowSize != NULL && "Platform init didn't install handlers?");
9712
0
            IM_ASSERT(g.PlatformIO.Monitors.Size > 0 && "Platform init didn't setup Monitors list?");
9713
0
            IM_ASSERT((g.Viewports[0]->PlatformUserData != NULL || g.Viewports[0]->PlatformHandle != NULL) && "Platform init didn't setup main viewport.");
9714
0
            if (g.IO.ConfigDockingTransparentPayload && (g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
9715
0
                IM_ASSERT(g.PlatformIO.Platform_SetWindowAlpha != NULL && "Platform_SetWindowAlpha handler is required to use io.ConfigDockingTransparent!");
9716
0
        }
9717
0
        else
9718
0
        {
9719
            // Disable feature, our backends do not support it
9720
0
            g.IO.ConfigFlags &= ~ImGuiConfigFlags_ViewportsEnable;
9721
0
        }
9722
9723
        // Perform simple checks on platform monitor data + compute a total bounding box for quick early outs
9724
0
        for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
9725
0
        {
9726
0
            ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[monitor_n];
9727
0
            IM_UNUSED(mon);
9728
0
            IM_ASSERT(mon.MainSize.x > 0.0f && mon.MainSize.y > 0.0f && "Monitor main bounds not setup properly.");
9729
0
            IM_ASSERT(ImRect(mon.MainPos, mon.MainPos + mon.MainSize).Contains(ImRect(mon.WorkPos, mon.WorkPos + mon.WorkSize)) && "Monitor work bounds not setup properly. If you don't have work area information, just copy MainPos/MainSize into them.");
9730
0
            IM_ASSERT(mon.DpiScale != 0.0f);
9731
0
        }
9732
0
    }
9733
0
}
9734
9735
static void ImGui::ErrorCheckEndFrameSanityChecks()
9736
0
{
9737
0
    ImGuiContext& g = *GImGui;
9738
9739
    // Verify that io.KeyXXX fields haven't been tampered with. Key mods should not be modified between NewFrame() and EndFrame()
9740
    // One possible reason leading to this assert is that your backends update inputs _AFTER_ NewFrame().
9741
    // It is known that when some modal native windows called mid-frame takes focus away, some backends such as GLFW will
9742
    // send key release events mid-frame. This would normally trigger this assertion and lead to sheared inputs.
9743
    // We silently accommodate for this case by ignoring the case where all io.KeyXXX modifiers were released (aka key_mod_flags == 0),
9744
    // while still correctly asserting on mid-frame key press events.
9745
0
    const ImGuiKeyChord key_mods = GetMergedModsFromKeys();
9746
0
    IM_ASSERT((key_mods == 0 || g.IO.KeyMods == key_mods) && "Mismatching io.KeyCtrl/io.KeyShift/io.KeyAlt/io.KeySuper vs io.KeyMods");
9747
0
    IM_UNUSED(key_mods);
9748
9749
    // [EXPERIMENTAL] Recover from errors: You may call this yourself before EndFrame().
9750
    //ErrorCheckEndFrameRecover();
9751
9752
    // Report when there is a mismatch of Begin/BeginChild vs End/EndChild calls. Important: Remember that the Begin/BeginChild API requires you
9753
    // to always call End/EndChild even if Begin/BeginChild returns false! (this is unfortunately inconsistent with most other Begin* API).
9754
0
    if (g.CurrentWindowStack.Size != 1)
9755
0
    {
9756
0
        if (g.CurrentWindowStack.Size > 1)
9757
0
        {
9758
0
            ImGuiWindow* window = g.CurrentWindowStack.back().Window; // <-- This window was not Ended!
9759
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you forget to call End/EndChild?");
9760
0
            IM_UNUSED(window);
9761
0
            while (g.CurrentWindowStack.Size > 1)
9762
0
                End();
9763
0
        }
9764
0
        else
9765
0
        {
9766
0
            IM_ASSERT_USER_ERROR(g.CurrentWindowStack.Size == 1, "Mismatched Begin/BeginChild vs End/EndChild calls: did you call End/EndChild too much?");
9767
0
        }
9768
0
    }
9769
9770
0
    IM_ASSERT_USER_ERROR(g.GroupStack.Size == 0, "Missing EndGroup call!");
9771
0
}
9772
9773
// Experimental recovery from incorrect usage of BeginXXX/EndXXX/PushXXX/PopXXX calls.
9774
// Must be called during or before EndFrame().
9775
// This is generally flawed as we are not necessarily End/Popping things in the right order.
9776
// FIXME: Can't recover from inside BeginTabItem/EndTabItem yet.
9777
// FIXME: Can't recover from interleaved BeginTabBar/Begin
9778
void    ImGui::ErrorCheckEndFrameRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9779
0
{
9780
    // PVS-Studio V1044 is "Loop break conditions do not depend on the number of iterations"
9781
0
    ImGuiContext& g = *GImGui;
9782
0
    while (g.CurrentWindowStack.Size > 0) //-V1044
9783
0
    {
9784
0
        ErrorCheckEndWindowRecover(log_callback, user_data);
9785
0
        ImGuiWindow* window = g.CurrentWindow;
9786
0
        if (g.CurrentWindowStack.Size == 1)
9787
0
        {
9788
0
            IM_ASSERT(window->IsFallbackWindow);
9789
0
            break;
9790
0
        }
9791
0
        if (window->Flags & ImGuiWindowFlags_ChildWindow)
9792
0
        {
9793
0
            if (log_callback) log_callback(user_data, "Recovered from missing EndChild() for '%s'", window->Name);
9794
0
            EndChild();
9795
0
        }
9796
0
        else
9797
0
        {
9798
0
            if (log_callback) log_callback(user_data, "Recovered from missing End() for '%s'", window->Name);
9799
0
            End();
9800
0
        }
9801
0
    }
9802
0
}
9803
9804
// Must be called before End()/EndChild()
9805
void    ImGui::ErrorCheckEndWindowRecover(ImGuiErrorLogCallback log_callback, void* user_data)
9806
0
{
9807
0
    ImGuiContext& g = *GImGui;
9808
0
    while (g.CurrentTable && (g.CurrentTable->OuterWindow == g.CurrentWindow || g.CurrentTable->InnerWindow == g.CurrentWindow))
9809
0
    {
9810
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTable() in '%s'", g.CurrentTable->OuterWindow->Name);
9811
0
        EndTable();
9812
0
    }
9813
9814
0
    ImGuiWindow* window = g.CurrentWindow;
9815
0
    ImGuiStackSizes* stack_sizes = &g.CurrentWindowStack.back().StackSizesOnBegin;
9816
0
    IM_ASSERT(window != NULL);
9817
0
    while (g.CurrentTabBar != NULL) //-V1044
9818
0
    {
9819
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndTabBar() in '%s'", window->Name);
9820
0
        EndTabBar();
9821
0
    }
9822
0
    while (window->DC.TreeDepth > 0)
9823
0
    {
9824
0
        if (log_callback) log_callback(user_data, "Recovered from missing TreePop() in '%s'", window->Name);
9825
0
        TreePop();
9826
0
    }
9827
0
    while (g.GroupStack.Size > stack_sizes->SizeOfGroupStack) //-V1044
9828
0
    {
9829
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndGroup() in '%s'", window->Name);
9830
0
        EndGroup();
9831
0
    }
9832
0
    while (window->IDStack.Size > 1)
9833
0
    {
9834
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopID() in '%s'", window->Name);
9835
0
        PopID();
9836
0
    }
9837
0
    while (g.DisabledStackSize > stack_sizes->SizeOfDisabledStack) //-V1044
9838
0
    {
9839
0
        if (log_callback) log_callback(user_data, "Recovered from missing EndDisabled() in '%s'", window->Name);
9840
0
        EndDisabled();
9841
0
    }
9842
0
    while (g.ColorStack.Size > stack_sizes->SizeOfColorStack)
9843
0
    {
9844
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleColor() in '%s' for ImGuiCol_%s", window->Name, GetStyleColorName(g.ColorStack.back().Col));
9845
0
        PopStyleColor();
9846
0
    }
9847
0
    while (g.ItemFlagsStack.Size > stack_sizes->SizeOfItemFlagsStack) //-V1044
9848
0
    {
9849
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopItemFlag() in '%s'", window->Name);
9850
0
        PopItemFlag();
9851
0
    }
9852
0
    while (g.StyleVarStack.Size > stack_sizes->SizeOfStyleVarStack) //-V1044
9853
0
    {
9854
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopStyleVar() in '%s'", window->Name);
9855
0
        PopStyleVar();
9856
0
    }
9857
0
    while (g.FontStack.Size > stack_sizes->SizeOfFontStack) //-V1044
9858
0
    {
9859
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFont() in '%s'", window->Name);
9860
0
        PopFont();
9861
0
    }
9862
0
    while (g.FocusScopeStack.Size > stack_sizes->SizeOfFocusScopeStack + 1) //-V1044
9863
0
    {
9864
0
        if (log_callback) log_callback(user_data, "Recovered from missing PopFocusScope() in '%s'", window->Name);
9865
0
        PopFocusScope();
9866
0
    }
9867
0
}
9868
9869
// Save current stack sizes for later compare
9870
void ImGuiStackSizes::SetToContextState(ImGuiContext* ctx)
9871
0
{
9872
0
    ImGuiContext& g = *ctx;
9873
0
    ImGuiWindow* window = g.CurrentWindow;
9874
0
    SizeOfIDStack = (short)window->IDStack.Size;
9875
0
    SizeOfColorStack = (short)g.ColorStack.Size;
9876
0
    SizeOfStyleVarStack = (short)g.StyleVarStack.Size;
9877
0
    SizeOfFontStack = (short)g.FontStack.Size;
9878
0
    SizeOfFocusScopeStack = (short)g.FocusScopeStack.Size;
9879
0
    SizeOfGroupStack = (short)g.GroupStack.Size;
9880
0
    SizeOfItemFlagsStack = (short)g.ItemFlagsStack.Size;
9881
0
    SizeOfBeginPopupStack = (short)g.BeginPopupStack.Size;
9882
0
    SizeOfDisabledStack = (short)g.DisabledStackSize;
9883
0
}
9884
9885
// Compare to detect usage errors
9886
void ImGuiStackSizes::CompareWithContextState(ImGuiContext* ctx)
9887
0
{
9888
0
    ImGuiContext& g = *ctx;
9889
0
    ImGuiWindow* window = g.CurrentWindow;
9890
0
    IM_UNUSED(window);
9891
9892
    // Window stacks
9893
    // NOT checking: DC.ItemWidth, DC.TextWrapPos (per window) to allow user to conveniently push once and not pop (they are cleared on Begin)
9894
0
    IM_ASSERT(SizeOfIDStack         == window->IDStack.Size     && "PushID/PopID or TreeNode/TreePop Mismatch!");
9895
9896
    // Global stacks
9897
    // For color, style and font stacks there is an incentive to use Push/Begin/Pop/.../End patterns, so we relax our checks a little to allow them.
9898
0
    IM_ASSERT(SizeOfGroupStack      == g.GroupStack.Size        && "BeginGroup/EndGroup Mismatch!");
9899
0
    IM_ASSERT(SizeOfBeginPopupStack == g.BeginPopupStack.Size   && "BeginPopup/EndPopup or BeginMenu/EndMenu Mismatch!");
9900
0
    IM_ASSERT(SizeOfDisabledStack   == g.DisabledStackSize      && "BeginDisabled/EndDisabled Mismatch!");
9901
0
    IM_ASSERT(SizeOfItemFlagsStack  >= g.ItemFlagsStack.Size    && "PushItemFlag/PopItemFlag Mismatch!");
9902
0
    IM_ASSERT(SizeOfColorStack      >= g.ColorStack.Size        && "PushStyleColor/PopStyleColor Mismatch!");
9903
0
    IM_ASSERT(SizeOfStyleVarStack   >= g.StyleVarStack.Size     && "PushStyleVar/PopStyleVar Mismatch!");
9904
0
    IM_ASSERT(SizeOfFontStack       >= g.FontStack.Size         && "PushFont/PopFont Mismatch!");
9905
0
    IM_ASSERT(SizeOfFocusScopeStack == g.FocusScopeStack.Size   && "PushFocusScope/PopFocusScope Mismatch!");
9906
0
}
9907
9908
9909
//-----------------------------------------------------------------------------
9910
// [SECTION] LAYOUT
9911
//-----------------------------------------------------------------------------
9912
// - ItemSize()
9913
// - ItemAdd()
9914
// - SameLine()
9915
// - GetCursorScreenPos()
9916
// - SetCursorScreenPos()
9917
// - GetCursorPos(), GetCursorPosX(), GetCursorPosY()
9918
// - SetCursorPos(), SetCursorPosX(), SetCursorPosY()
9919
// - GetCursorStartPos()
9920
// - Indent()
9921
// - Unindent()
9922
// - SetNextItemWidth()
9923
// - PushItemWidth()
9924
// - PushMultiItemsWidths()
9925
// - PopItemWidth()
9926
// - CalcItemWidth()
9927
// - CalcItemSize()
9928
// - GetTextLineHeight()
9929
// - GetTextLineHeightWithSpacing()
9930
// - GetFrameHeight()
9931
// - GetFrameHeightWithSpacing()
9932
// - GetContentRegionMax()
9933
// - GetContentRegionMaxAbs() [Internal]
9934
// - GetContentRegionAvail(),
9935
// - GetWindowContentRegionMin(), GetWindowContentRegionMax()
9936
// - BeginGroup()
9937
// - EndGroup()
9938
// Also see in imgui_widgets: tab bars, and in imgui_tables: tables, columns.
9939
//-----------------------------------------------------------------------------
9940
9941
// Advance cursor given item size for layout.
9942
// Register minimum needed size so it can extend the bounding box used for auto-fit calculation.
9943
// See comments in ItemAdd() about how/why the size provided to ItemSize() vs ItemAdd() may often different.
9944
void ImGui::ItemSize(const ImVec2& size, float text_baseline_y)
9945
0
{
9946
0
    ImGuiContext& g = *GImGui;
9947
0
    ImGuiWindow* window = g.CurrentWindow;
9948
0
    if (window->SkipItems)
9949
0
        return;
9950
9951
    // We increase the height in this function to accommodate for baseline offset.
9952
    // In theory we should be offsetting the starting position (window->DC.CursorPos), that will be the topic of a larger refactor,
9953
    // but since ItemSize() is not yet an API that moves the cursor (to handle e.g. wrapping) enlarging the height has the same effect.
9954
0
    const float offset_to_match_baseline_y = (text_baseline_y >= 0) ? ImMax(0.0f, window->DC.CurrLineTextBaseOffset - text_baseline_y) : 0.0f;
9955
9956
0
    const float line_y1 = window->DC.IsSameLine ? window->DC.CursorPosPrevLine.y : window->DC.CursorPos.y;
9957
0
    const float line_height = ImMax(window->DC.CurrLineSize.y, /*ImMax(*/window->DC.CursorPos.y - line_y1/*, 0.0f)*/ + size.y + offset_to_match_baseline_y);
9958
9959
    // Always align ourselves on pixel boundaries
9960
    //if (g.IO.KeyAlt) window->DrawList->AddRect(window->DC.CursorPos, window->DC.CursorPos + ImVec2(size.x, line_height), IM_COL32(255,0,0,200)); // [DEBUG]
9961
0
    window->DC.CursorPosPrevLine.x = window->DC.CursorPos.x + size.x;
9962
0
    window->DC.CursorPosPrevLine.y = line_y1;
9963
0
    window->DC.CursorPos.x = IM_FLOOR(window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x);    // Next line
9964
0
    window->DC.CursorPos.y = IM_FLOOR(line_y1 + line_height + g.Style.ItemSpacing.y);                       // Next line
9965
0
    window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPosPrevLine.x);
9966
0
    window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y - g.Style.ItemSpacing.y);
9967
    //if (g.IO.KeyAlt) window->DrawList->AddCircle(window->DC.CursorMaxPos, 3.0f, IM_COL32(255,0,0,255), 4); // [DEBUG]
9968
9969
0
    window->DC.PrevLineSize.y = line_height;
9970
0
    window->DC.CurrLineSize.y = 0.0f;
9971
0
    window->DC.PrevLineTextBaseOffset = ImMax(window->DC.CurrLineTextBaseOffset, text_baseline_y);
9972
0
    window->DC.CurrLineTextBaseOffset = 0.0f;
9973
0
    window->DC.IsSameLine = window->DC.IsSetPos = false;
9974
9975
    // Horizontal layout mode
9976
0
    if (window->DC.LayoutType == ImGuiLayoutType_Horizontal)
9977
0
        SameLine();
9978
0
}
9979
9980
// Declare item bounding box for clipping and interaction.
9981
// Note that the size can be different than the one provided to ItemSize(). Typically, widgets that spread over available surface
9982
// declare their minimum size requirement to ItemSize() and provide a larger region to ItemAdd() which is used drawing/interaction.
9983
bool ImGui::ItemAdd(const ImRect& bb, ImGuiID id, const ImRect* nav_bb_arg, ImGuiItemFlags extra_flags)
9984
0
{
9985
0
    ImGuiContext& g = *GImGui;
9986
0
    ImGuiWindow* window = g.CurrentWindow;
9987
9988
    // Set item data
9989
    // (DisplayRect is left untouched, made valid when ImGuiItemStatusFlags_HasDisplayRect is set)
9990
0
    g.LastItemData.ID = id;
9991
0
    g.LastItemData.Rect = bb;
9992
0
    g.LastItemData.NavRect = nav_bb_arg ? *nav_bb_arg : bb;
9993
0
    g.LastItemData.InFlags = g.CurrentItemFlags | extra_flags;
9994
0
    g.LastItemData.StatusFlags = ImGuiItemStatusFlags_None;
9995
9996
    // Directional navigation processing
9997
0
    if (id != 0)
9998
0
    {
9999
0
        KeepAliveID(id);
10000
10001
        // Runs prior to clipping early-out
10002
        //  (a) So that NavInitRequest can be honored, for newly opened windows to select a default widget
10003
        //  (b) So that we can scroll up/down past clipped items. This adds a small O(N) cost to regular navigation requests
10004
        //      unfortunately, but it is still limited to one window. It may not scale very well for windows with ten of
10005
        //      thousands of item, but at least NavMoveRequest is only set on user interaction, aka maximum once a frame.
10006
        //      We could early out with "if (is_clipped && !g.NavInitRequest) return false;" but when we wouldn't be able
10007
        //      to reach unclipped widgets. This would work if user had explicit scrolling control (e.g. mapped on a stick).
10008
        // We intentionally don't check if g.NavWindow != NULL because g.NavAnyRequest should only be set when it is non null.
10009
        // If we crash on a NULL g.NavWindow we need to fix the bug elsewhere.
10010
0
        if (!(g.LastItemData.InFlags & ImGuiItemFlags_NoNav))
10011
0
        {
10012
0
            window->DC.NavLayersActiveMaskNext |= (1 << window->DC.NavLayerCurrent);
10013
0
            if (g.NavId == id || g.NavAnyRequest)
10014
0
                if (g.NavWindow->RootWindowForNav == window->RootWindowForNav)
10015
0
                    if (window == g.NavWindow || ((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened))
10016
0
                        NavProcessItem();
10017
0
        }
10018
10019
        // [DEBUG] People keep stumbling on this problem and using "" as identifier in the root of a window instead of "##something".
10020
        // Empty identifier are valid and useful in a small amount of cases, but 99.9% of the time you want to use "##something".
10021
        // READ THE FAQ: https://dearimgui.com/faq
10022
0
        IM_ASSERT(id != window->ID && "Cannot have an empty ID at the root of a window. If you need an empty label, use ## and read the FAQ about how the ID Stack works!");
10023
0
    }
10024
0
    g.NextItemData.Flags = ImGuiNextItemDataFlags_None;
10025
10026
#ifdef IMGUI_ENABLE_TEST_ENGINE
10027
    if (id != 0)
10028
        IMGUI_TEST_ENGINE_ITEM_ADD(id, g.LastItemData.NavRect, &g.LastItemData);
10029
#endif
10030
10031
    // Clipping test
10032
    // (FIXME: This is a modified copy of IsClippedEx() so we can reuse the is_rect_visible value)
10033
    //const bool is_clipped = IsClippedEx(bb, id);
10034
    //if (is_clipped)
10035
    //    return false;
10036
0
    const bool is_rect_visible = bb.Overlaps(window->ClipRect);
10037
0
    if (!is_rect_visible)
10038
0
        if (id == 0 || (id != g.ActiveId && id != g.ActiveIdPreviousFrame && id != g.NavId))
10039
0
            if (!g.LogEnabled)
10040
0
                return false;
10041
10042
    // [DEBUG]
10043
0
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
10044
0
    if (id != 0 && id == g.DebugLocateId)
10045
0
        DebugLocateItemResolveWithLastItem();
10046
0
#endif
10047
    //if (g.IO.KeyAlt) window->DrawList->AddRect(bb.Min, bb.Max, IM_COL32(255,255,0,120)); // [DEBUG]
10048
    //if ((g.LastItemData.InFlags & ImGuiItemFlags_NoNav) == 0)
10049
    //    window->DrawList->AddRect(g.LastItemData.NavRect.Min, g.LastItemData.NavRect.Max, IM_COL32(255,255,0,255)); // [DEBUG]
10050
10051
    // We need to calculate this now to take account of the current clipping rectangle (as items like Selectable may change them)
10052
0
    if (is_rect_visible)
10053
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Visible;
10054
0
    if (IsMouseHoveringRect(bb.Min, bb.Max))
10055
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredRect;
10056
0
    return true;
10057
0
}
10058
10059
// Gets back to previous line and continue with horizontal layout
10060
//      offset_from_start_x == 0 : follow right after previous item
10061
//      offset_from_start_x != 0 : align to specified x position (relative to window/group left)
10062
//      spacing_w < 0            : use default spacing if pos_x == 0, no spacing if pos_x != 0
10063
//      spacing_w >= 0           : enforce spacing amount
10064
void ImGui::SameLine(float offset_from_start_x, float spacing_w)
10065
0
{
10066
0
    ImGuiContext& g = *GImGui;
10067
0
    ImGuiWindow* window = g.CurrentWindow;
10068
0
    if (window->SkipItems)
10069
0
        return;
10070
10071
0
    if (offset_from_start_x != 0.0f)
10072
0
    {
10073
0
        if (spacing_w < 0.0f)
10074
0
            spacing_w = 0.0f;
10075
0
        window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + offset_from_start_x + spacing_w + window->DC.GroupOffset.x + window->DC.ColumnsOffset.x;
10076
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10077
0
    }
10078
0
    else
10079
0
    {
10080
0
        if (spacing_w < 0.0f)
10081
0
            spacing_w = g.Style.ItemSpacing.x;
10082
0
        window->DC.CursorPos.x = window->DC.CursorPosPrevLine.x + spacing_w;
10083
0
        window->DC.CursorPos.y = window->DC.CursorPosPrevLine.y;
10084
0
    }
10085
0
    window->DC.CurrLineSize = window->DC.PrevLineSize;
10086
0
    window->DC.CurrLineTextBaseOffset = window->DC.PrevLineTextBaseOffset;
10087
0
    window->DC.IsSameLine = true;
10088
0
}
10089
10090
ImVec2 ImGui::GetCursorScreenPos()
10091
0
{
10092
0
    ImGuiWindow* window = GetCurrentWindowRead();
10093
0
    return window->DC.CursorPos;
10094
0
}
10095
10096
// 2022/08/05: Setting cursor position also extend boundaries (via modifying CursorMaxPos) used to compute window size, group size etc.
10097
// I believe this was is a judicious choice but it's probably being relied upon (it has been the case since 1.31 and 1.50)
10098
// It would be sane if we requested user to use SetCursorPos() + Dummy(ImVec2(0,0)) to extend CursorMaxPos...
10099
void ImGui::SetCursorScreenPos(const ImVec2& pos)
10100
0
{
10101
0
    ImGuiWindow* window = GetCurrentWindow();
10102
0
    window->DC.CursorPos = pos;
10103
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10104
0
    window->DC.IsSetPos = true;
10105
0
}
10106
10107
// User generally sees positions in window coordinates. Internally we store CursorPos in absolute screen coordinates because it is more convenient.
10108
// Conversion happens as we pass the value to user, but it makes our naming convention confusing because GetCursorPos() == (DC.CursorPos - window.Pos). May want to rename 'DC.CursorPos'.
10109
ImVec2 ImGui::GetCursorPos()
10110
0
{
10111
0
    ImGuiWindow* window = GetCurrentWindowRead();
10112
0
    return window->DC.CursorPos - window->Pos + window->Scroll;
10113
0
}
10114
10115
float ImGui::GetCursorPosX()
10116
0
{
10117
0
    ImGuiWindow* window = GetCurrentWindowRead();
10118
0
    return window->DC.CursorPos.x - window->Pos.x + window->Scroll.x;
10119
0
}
10120
10121
float ImGui::GetCursorPosY()
10122
0
{
10123
0
    ImGuiWindow* window = GetCurrentWindowRead();
10124
0
    return window->DC.CursorPos.y - window->Pos.y + window->Scroll.y;
10125
0
}
10126
10127
void ImGui::SetCursorPos(const ImVec2& local_pos)
10128
0
{
10129
0
    ImGuiWindow* window = GetCurrentWindow();
10130
0
    window->DC.CursorPos = window->Pos - window->Scroll + local_pos;
10131
    //window->DC.CursorMaxPos = ImMax(window->DC.CursorMaxPos, window->DC.CursorPos);
10132
0
    window->DC.IsSetPos = true;
10133
0
}
10134
10135
void ImGui::SetCursorPosX(float x)
10136
0
{
10137
0
    ImGuiWindow* window = GetCurrentWindow();
10138
0
    window->DC.CursorPos.x = window->Pos.x - window->Scroll.x + x;
10139
    //window->DC.CursorMaxPos.x = ImMax(window->DC.CursorMaxPos.x, window->DC.CursorPos.x);
10140
0
    window->DC.IsSetPos = true;
10141
0
}
10142
10143
void ImGui::SetCursorPosY(float y)
10144
0
{
10145
0
    ImGuiWindow* window = GetCurrentWindow();
10146
0
    window->DC.CursorPos.y = window->Pos.y - window->Scroll.y + y;
10147
    //window->DC.CursorMaxPos.y = ImMax(window->DC.CursorMaxPos.y, window->DC.CursorPos.y);
10148
0
    window->DC.IsSetPos = true;
10149
0
}
10150
10151
ImVec2 ImGui::GetCursorStartPos()
10152
0
{
10153
0
    ImGuiWindow* window = GetCurrentWindowRead();
10154
0
    return window->DC.CursorStartPos - window->Pos;
10155
0
}
10156
10157
void ImGui::Indent(float indent_w)
10158
0
{
10159
0
    ImGuiContext& g = *GImGui;
10160
0
    ImGuiWindow* window = GetCurrentWindow();
10161
0
    window->DC.Indent.x += (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10162
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10163
0
}
10164
10165
void ImGui::Unindent(float indent_w)
10166
0
{
10167
0
    ImGuiContext& g = *GImGui;
10168
0
    ImGuiWindow* window = GetCurrentWindow();
10169
0
    window->DC.Indent.x -= (indent_w != 0.0f) ? indent_w : g.Style.IndentSpacing;
10170
0
    window->DC.CursorPos.x = window->Pos.x + window->DC.Indent.x + window->DC.ColumnsOffset.x;
10171
0
}
10172
10173
// Affect large frame+labels widgets only.
10174
void ImGui::SetNextItemWidth(float item_width)
10175
0
{
10176
0
    ImGuiContext& g = *GImGui;
10177
0
    g.NextItemData.Flags |= ImGuiNextItemDataFlags_HasWidth;
10178
0
    g.NextItemData.Width = item_width;
10179
0
}
10180
10181
// FIXME: Remove the == 0.0f behavior?
10182
void ImGui::PushItemWidth(float item_width)
10183
0
{
10184
0
    ImGuiContext& g = *GImGui;
10185
0
    ImGuiWindow* window = g.CurrentWindow;
10186
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10187
0
    window->DC.ItemWidth = (item_width == 0.0f ? window->ItemWidthDefault : item_width);
10188
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10189
0
}
10190
10191
void ImGui::PushMultiItemsWidths(int components, float w_full)
10192
0
{
10193
0
    ImGuiContext& g = *GImGui;
10194
0
    ImGuiWindow* window = g.CurrentWindow;
10195
0
    const ImGuiStyle& style = g.Style;
10196
0
    const float w_item_one  = ImMax(1.0f, IM_FLOOR((w_full - (style.ItemInnerSpacing.x) * (components - 1)) / (float)components));
10197
0
    const float w_item_last = ImMax(1.0f, IM_FLOOR(w_full - (w_item_one + style.ItemInnerSpacing.x) * (components - 1)));
10198
0
    window->DC.ItemWidthStack.push_back(window->DC.ItemWidth); // Backup current width
10199
0
    window->DC.ItemWidthStack.push_back(w_item_last);
10200
0
    for (int i = 0; i < components - 2; i++)
10201
0
        window->DC.ItemWidthStack.push_back(w_item_one);
10202
0
    window->DC.ItemWidth = (components == 1) ? w_item_last : w_item_one;
10203
0
    g.NextItemData.Flags &= ~ImGuiNextItemDataFlags_HasWidth;
10204
0
}
10205
10206
void ImGui::PopItemWidth()
10207
0
{
10208
0
    ImGuiWindow* window = GetCurrentWindow();
10209
0
    window->DC.ItemWidth = window->DC.ItemWidthStack.back();
10210
0
    window->DC.ItemWidthStack.pop_back();
10211
0
}
10212
10213
// Calculate default item width given value passed to PushItemWidth() or SetNextItemWidth().
10214
// The SetNextItemWidth() data is generally cleared/consumed by ItemAdd() or NextItemData.ClearFlags()
10215
float ImGui::CalcItemWidth()
10216
0
{
10217
0
    ImGuiContext& g = *GImGui;
10218
0
    ImGuiWindow* window = g.CurrentWindow;
10219
0
    float w;
10220
0
    if (g.NextItemData.Flags & ImGuiNextItemDataFlags_HasWidth)
10221
0
        w = g.NextItemData.Width;
10222
0
    else
10223
0
        w = window->DC.ItemWidth;
10224
0
    if (w < 0.0f)
10225
0
    {
10226
0
        float region_max_x = GetContentRegionMaxAbs().x;
10227
0
        w = ImMax(1.0f, region_max_x - window->DC.CursorPos.x + w);
10228
0
    }
10229
0
    w = IM_FLOOR(w);
10230
0
    return w;
10231
0
}
10232
10233
// [Internal] Calculate full item size given user provided 'size' parameter and default width/height. Default width is often == CalcItemWidth().
10234
// Those two functions CalcItemWidth vs CalcItemSize are awkwardly named because they are not fully symmetrical.
10235
// Note that only CalcItemWidth() is publicly exposed.
10236
// The 4.0f here may be changed to match CalcItemWidth() and/or BeginChild() (right now we have a mismatch which is harmless but undesirable)
10237
ImVec2 ImGui::CalcItemSize(ImVec2 size, float default_w, float default_h)
10238
0
{
10239
0
    ImGuiContext& g = *GImGui;
10240
0
    ImGuiWindow* window = g.CurrentWindow;
10241
10242
0
    ImVec2 region_max;
10243
0
    if (size.x < 0.0f || size.y < 0.0f)
10244
0
        region_max = GetContentRegionMaxAbs();
10245
10246
0
    if (size.x == 0.0f)
10247
0
        size.x = default_w;
10248
0
    else if (size.x < 0.0f)
10249
0
        size.x = ImMax(4.0f, region_max.x - window->DC.CursorPos.x + size.x);
10250
10251
0
    if (size.y == 0.0f)
10252
0
        size.y = default_h;
10253
0
    else if (size.y < 0.0f)
10254
0
        size.y = ImMax(4.0f, region_max.y - window->DC.CursorPos.y + size.y);
10255
10256
0
    return size;
10257
0
}
10258
10259
float ImGui::GetTextLineHeight()
10260
0
{
10261
0
    ImGuiContext& g = *GImGui;
10262
0
    return g.FontSize;
10263
0
}
10264
10265
float ImGui::GetTextLineHeightWithSpacing()
10266
0
{
10267
0
    ImGuiContext& g = *GImGui;
10268
0
    return g.FontSize + g.Style.ItemSpacing.y;
10269
0
}
10270
10271
float ImGui::GetFrameHeight()
10272
0
{
10273
0
    ImGuiContext& g = *GImGui;
10274
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f;
10275
0
}
10276
10277
float ImGui::GetFrameHeightWithSpacing()
10278
0
{
10279
0
    ImGuiContext& g = *GImGui;
10280
0
    return g.FontSize + g.Style.FramePadding.y * 2.0f + g.Style.ItemSpacing.y;
10281
0
}
10282
10283
// FIXME: All the Contents Region function are messy or misleading. WE WILL AIM TO OBSOLETE ALL OF THEM WITH A NEW "WORK RECT" API. Thanks for your patience!
10284
10285
// FIXME: This is in window space (not screen space!).
10286
ImVec2 ImGui::GetContentRegionMax()
10287
0
{
10288
0
    ImGuiContext& g = *GImGui;
10289
0
    ImGuiWindow* window = g.CurrentWindow;
10290
0
    ImVec2 mx = window->ContentRegionRect.Max - window->Pos;
10291
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10292
0
        mx.x = window->WorkRect.Max.x - window->Pos.x;
10293
0
    return mx;
10294
0
}
10295
10296
// [Internal] Absolute coordinate. Saner. This is not exposed until we finishing refactoring work rect features.
10297
ImVec2 ImGui::GetContentRegionMaxAbs()
10298
0
{
10299
0
    ImGuiContext& g = *GImGui;
10300
0
    ImGuiWindow* window = g.CurrentWindow;
10301
0
    ImVec2 mx = window->ContentRegionRect.Max;
10302
0
    if (window->DC.CurrentColumns || g.CurrentTable)
10303
0
        mx.x = window->WorkRect.Max.x;
10304
0
    return mx;
10305
0
}
10306
10307
ImVec2 ImGui::GetContentRegionAvail()
10308
0
{
10309
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10310
0
    return GetContentRegionMaxAbs() - window->DC.CursorPos;
10311
0
}
10312
10313
// In window space (not screen space!)
10314
ImVec2 ImGui::GetWindowContentRegionMin()
10315
0
{
10316
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10317
0
    return window->ContentRegionRect.Min - window->Pos;
10318
0
}
10319
10320
ImVec2 ImGui::GetWindowContentRegionMax()
10321
0
{
10322
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10323
0
    return window->ContentRegionRect.Max - window->Pos;
10324
0
}
10325
10326
// Lock horizontal starting position + capture group bounding box into one "item" (so you can use IsItemHovered() or layout primitives such as SameLine() on whole group, etc.)
10327
// Groups are currently a mishmash of functionalities which should perhaps be clarified and separated.
10328
// FIXME-OPT: Could we safely early out on ->SkipItems?
10329
void ImGui::BeginGroup()
10330
0
{
10331
0
    ImGuiContext& g = *GImGui;
10332
0
    ImGuiWindow* window = g.CurrentWindow;
10333
10334
0
    g.GroupStack.resize(g.GroupStack.Size + 1);
10335
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10336
0
    group_data.WindowID = window->ID;
10337
0
    group_data.BackupCursorPos = window->DC.CursorPos;
10338
0
    group_data.BackupCursorMaxPos = window->DC.CursorMaxPos;
10339
0
    group_data.BackupIndent = window->DC.Indent;
10340
0
    group_data.BackupGroupOffset = window->DC.GroupOffset;
10341
0
    group_data.BackupCurrLineSize = window->DC.CurrLineSize;
10342
0
    group_data.BackupCurrLineTextBaseOffset = window->DC.CurrLineTextBaseOffset;
10343
0
    group_data.BackupActiveIdIsAlive = g.ActiveIdIsAlive;
10344
0
    group_data.BackupHoveredIdIsAlive = g.HoveredId != 0;
10345
0
    group_data.BackupActiveIdPreviousFrameIsAlive = g.ActiveIdPreviousFrameIsAlive;
10346
0
    group_data.EmitItem = true;
10347
10348
0
    window->DC.GroupOffset.x = window->DC.CursorPos.x - window->Pos.x - window->DC.ColumnsOffset.x;
10349
0
    window->DC.Indent = window->DC.GroupOffset;
10350
0
    window->DC.CursorMaxPos = window->DC.CursorPos;
10351
0
    window->DC.CurrLineSize = ImVec2(0.0f, 0.0f);
10352
0
    if (g.LogEnabled)
10353
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10354
0
}
10355
10356
void ImGui::EndGroup()
10357
0
{
10358
0
    ImGuiContext& g = *GImGui;
10359
0
    ImGuiWindow* window = g.CurrentWindow;
10360
0
    IM_ASSERT(g.GroupStack.Size > 0); // Mismatched BeginGroup()/EndGroup() calls
10361
10362
0
    ImGuiGroupData& group_data = g.GroupStack.back();
10363
0
    IM_ASSERT(group_data.WindowID == window->ID); // EndGroup() in wrong window?
10364
10365
0
    if (window->DC.IsSetPos)
10366
0
        ErrorCheckUsingSetCursorPosToExtendParentBoundaries();
10367
10368
0
    ImRect group_bb(group_data.BackupCursorPos, ImMax(window->DC.CursorMaxPos, group_data.BackupCursorPos));
10369
10370
0
    window->DC.CursorPos = group_data.BackupCursorPos;
10371
0
    window->DC.CursorMaxPos = ImMax(group_data.BackupCursorMaxPos, window->DC.CursorMaxPos);
10372
0
    window->DC.Indent = group_data.BackupIndent;
10373
0
    window->DC.GroupOffset = group_data.BackupGroupOffset;
10374
0
    window->DC.CurrLineSize = group_data.BackupCurrLineSize;
10375
0
    window->DC.CurrLineTextBaseOffset = group_data.BackupCurrLineTextBaseOffset;
10376
0
    if (g.LogEnabled)
10377
0
        g.LogLinePosY = -FLT_MAX; // To enforce a carriage return
10378
10379
0
    if (!group_data.EmitItem)
10380
0
    {
10381
0
        g.GroupStack.pop_back();
10382
0
        return;
10383
0
    }
10384
10385
0
    window->DC.CurrLineTextBaseOffset = ImMax(window->DC.PrevLineTextBaseOffset, group_data.BackupCurrLineTextBaseOffset);      // FIXME: Incorrect, we should grab the base offset from the *first line* of the group but it is hard to obtain now.
10386
0
    ItemSize(group_bb.GetSize());
10387
0
    ItemAdd(group_bb, 0, NULL, ImGuiItemFlags_NoTabStop);
10388
10389
    // If the current ActiveId was declared within the boundary of our group, we copy it to LastItemId so IsItemActive(), IsItemDeactivated() etc. will be functional on the entire group.
10390
    // It would be neater if we replaced window.DC.LastItemId by e.g. 'bool LastItemIsActive', but would put a little more burden on individual widgets.
10391
    // Also if you grep for LastItemId you'll notice it is only used in that context.
10392
    // (The two tests not the same because ActiveIdIsAlive is an ID itself, in order to be able to handle ActiveId being overwritten during the frame.)
10393
0
    const bool group_contains_curr_active_id = (group_data.BackupActiveIdIsAlive != g.ActiveId) && (g.ActiveIdIsAlive == g.ActiveId) && g.ActiveId;
10394
0
    const bool group_contains_prev_active_id = (group_data.BackupActiveIdPreviousFrameIsAlive == false) && (g.ActiveIdPreviousFrameIsAlive == true);
10395
0
    if (group_contains_curr_active_id)
10396
0
        g.LastItemData.ID = g.ActiveId;
10397
0
    else if (group_contains_prev_active_id)
10398
0
        g.LastItemData.ID = g.ActiveIdPreviousFrame;
10399
0
    g.LastItemData.Rect = group_bb;
10400
10401
    // Forward Hovered flag
10402
0
    const bool group_contains_curr_hovered_id = (group_data.BackupHoveredIdIsAlive == false) && g.HoveredId != 0;
10403
0
    if (group_contains_curr_hovered_id)
10404
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
10405
10406
    // Forward Edited flag
10407
0
    if (group_contains_curr_active_id && g.ActiveIdHasBeenEditedThisFrame)
10408
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Edited;
10409
10410
    // Forward Deactivated flag
10411
0
    g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HasDeactivated;
10412
0
    if (group_contains_prev_active_id && g.ActiveId != g.ActiveIdPreviousFrame)
10413
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_Deactivated;
10414
10415
0
    g.GroupStack.pop_back();
10416
    //window->DrawList->AddRect(group_bb.Min, group_bb.Max, IM_COL32(255,0,255,255));   // [Debug]
10417
0
}
10418
10419
10420
//-----------------------------------------------------------------------------
10421
// [SECTION] SCROLLING
10422
//-----------------------------------------------------------------------------
10423
10424
// Helper to snap on edges when aiming at an item very close to the edge,
10425
// So the difference between WindowPadding and ItemSpacing will be in the visible area after scrolling.
10426
// When we refactor the scrolling API this may be configurable with a flag?
10427
// Note that the effect for this won't be visible on X axis with default Style settings as WindowPadding.x == ItemSpacing.x by default.
10428
static float CalcScrollEdgeSnap(float target, float snap_min, float snap_max, float snap_threshold, float center_ratio)
10429
0
{
10430
0
    if (target <= snap_min + snap_threshold)
10431
0
        return ImLerp(snap_min, target, center_ratio);
10432
0
    if (target >= snap_max - snap_threshold)
10433
0
        return ImLerp(target, snap_max, center_ratio);
10434
0
    return target;
10435
0
}
10436
10437
static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window)
10438
0
{
10439
0
    ImVec2 scroll = window->Scroll;
10440
0
    ImVec2 decoration_size(window->DecoOuterSizeX1 + window->DecoInnerSizeX1 + window->DecoOuterSizeX2, window->DecoOuterSizeY1 + window->DecoInnerSizeY1 + window->DecoOuterSizeY2);
10441
0
    for (int axis = 0; axis < 2; axis++)
10442
0
    {
10443
0
        if (window->ScrollTarget[axis] < FLT_MAX)
10444
0
        {
10445
0
            float center_ratio = window->ScrollTargetCenterRatio[axis];
10446
0
            float scroll_target = window->ScrollTarget[axis];
10447
0
            if (window->ScrollTargetEdgeSnapDist[axis] > 0.0f)
10448
0
            {
10449
0
                float snap_min = 0.0f;
10450
0
                float snap_max = window->ScrollMax[axis] + window->SizeFull[axis] - decoration_size[axis];
10451
0
                scroll_target = CalcScrollEdgeSnap(scroll_target, snap_min, snap_max, window->ScrollTargetEdgeSnapDist[axis], center_ratio);
10452
0
            }
10453
0
            scroll[axis] = scroll_target - center_ratio * (window->SizeFull[axis] - decoration_size[axis]);
10454
0
        }
10455
0
        scroll[axis] = IM_FLOOR(ImMax(scroll[axis], 0.0f));
10456
0
        if (!window->Collapsed && !window->SkipItems)
10457
0
            scroll[axis] = ImMin(scroll[axis], window->ScrollMax[axis]);
10458
0
    }
10459
0
    return scroll;
10460
0
}
10461
10462
void ImGui::ScrollToItem(ImGuiScrollFlags flags)
10463
0
{
10464
0
    ImGuiContext& g = *GImGui;
10465
0
    ImGuiWindow* window = g.CurrentWindow;
10466
0
    ScrollToRectEx(window, g.LastItemData.NavRect, flags);
10467
0
}
10468
10469
void ImGui::ScrollToRect(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10470
0
{
10471
0
    ScrollToRectEx(window, item_rect, flags);
10472
0
}
10473
10474
// Scroll to keep newly navigated item fully into view
10475
ImVec2 ImGui::ScrollToRectEx(ImGuiWindow* window, const ImRect& item_rect, ImGuiScrollFlags flags)
10476
0
{
10477
0
    ImGuiContext& g = *GImGui;
10478
0
    ImRect scroll_rect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1));
10479
0
    scroll_rect.Min.x = ImMin(scroll_rect.Min.x + window->DecoInnerSizeX1, scroll_rect.Max.x);
10480
0
    scroll_rect.Min.y = ImMin(scroll_rect.Min.y + window->DecoInnerSizeY1, scroll_rect.Max.y);
10481
    //GetForegroundDrawList(window)->AddRect(item_rect.Min, item_rect.Max, IM_COL32(255,0,0,255), 0.0f, 0, 5.0f); // [DEBUG]
10482
    //GetForegroundDrawList(window)->AddRect(scroll_rect.Min, scroll_rect.Max, IM_COL32_WHITE); // [DEBUG]
10483
10484
    // Check that only one behavior is selected per axis
10485
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskX_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskX_));
10486
0
    IM_ASSERT((flags & ImGuiScrollFlags_MaskY_) == 0 || ImIsPowerOfTwo(flags & ImGuiScrollFlags_MaskY_));
10487
10488
    // Defaults
10489
0
    ImGuiScrollFlags in_flags = flags;
10490
0
    if ((flags & ImGuiScrollFlags_MaskX_) == 0 && window->ScrollbarX)
10491
0
        flags |= ImGuiScrollFlags_KeepVisibleEdgeX;
10492
0
    if ((flags & ImGuiScrollFlags_MaskY_) == 0)
10493
0
        flags |= window->Appearing ? ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeY;
10494
10495
0
    const bool fully_visible_x = item_rect.Min.x >= scroll_rect.Min.x && item_rect.Max.x <= scroll_rect.Max.x;
10496
0
    const bool fully_visible_y = item_rect.Min.y >= scroll_rect.Min.y && item_rect.Max.y <= scroll_rect.Max.y;
10497
0
    const bool can_be_fully_visible_x = (item_rect.GetWidth() + g.Style.ItemSpacing.x * 2.0f) <= scroll_rect.GetWidth() || (window->AutoFitFramesX > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10498
0
    const bool can_be_fully_visible_y = (item_rect.GetHeight() + g.Style.ItemSpacing.y * 2.0f) <= scroll_rect.GetHeight() || (window->AutoFitFramesY > 0) || (window->Flags & ImGuiWindowFlags_AlwaysAutoResize) != 0;
10499
10500
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeX) && !fully_visible_x)
10501
0
    {
10502
0
        if (item_rect.Min.x < scroll_rect.Min.x || !can_be_fully_visible_x)
10503
0
            SetScrollFromPosX(window, item_rect.Min.x - g.Style.ItemSpacing.x - window->Pos.x, 0.0f);
10504
0
        else if (item_rect.Max.x >= scroll_rect.Max.x)
10505
0
            SetScrollFromPosX(window, item_rect.Max.x + g.Style.ItemSpacing.x - window->Pos.x, 1.0f);
10506
0
    }
10507
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterX) && !fully_visible_x) || (flags & ImGuiScrollFlags_AlwaysCenterX))
10508
0
    {
10509
0
        if (can_be_fully_visible_x)
10510
0
            SetScrollFromPosX(window, ImFloor((item_rect.Min.x + item_rect.Max.x) * 0.5f) - window->Pos.x, 0.5f);
10511
0
        else
10512
0
            SetScrollFromPosX(window, item_rect.Min.x - window->Pos.x, 0.0f);
10513
0
    }
10514
10515
0
    if ((flags & ImGuiScrollFlags_KeepVisibleEdgeY) && !fully_visible_y)
10516
0
    {
10517
0
        if (item_rect.Min.y < scroll_rect.Min.y || !can_be_fully_visible_y)
10518
0
            SetScrollFromPosY(window, item_rect.Min.y - g.Style.ItemSpacing.y - window->Pos.y, 0.0f);
10519
0
        else if (item_rect.Max.y >= scroll_rect.Max.y)
10520
0
            SetScrollFromPosY(window, item_rect.Max.y + g.Style.ItemSpacing.y - window->Pos.y, 1.0f);
10521
0
    }
10522
0
    else if (((flags & ImGuiScrollFlags_KeepVisibleCenterY) && !fully_visible_y) || (flags & ImGuiScrollFlags_AlwaysCenterY))
10523
0
    {
10524
0
        if (can_be_fully_visible_y)
10525
0
            SetScrollFromPosY(window, ImFloor((item_rect.Min.y + item_rect.Max.y) * 0.5f) - window->Pos.y, 0.5f);
10526
0
        else
10527
0
            SetScrollFromPosY(window, item_rect.Min.y - window->Pos.y, 0.0f);
10528
0
    }
10529
10530
0
    ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
10531
0
    ImVec2 delta_scroll = next_scroll - window->Scroll;
10532
10533
    // Also scroll parent window to keep us into view if necessary
10534
0
    if (!(flags & ImGuiScrollFlags_NoScrollParent) && (window->Flags & ImGuiWindowFlags_ChildWindow))
10535
0
    {
10536
        // FIXME-SCROLL: May be an option?
10537
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterX | ImGuiScrollFlags_KeepVisibleCenterX)) != 0)
10538
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskX_) | ImGuiScrollFlags_KeepVisibleEdgeX;
10539
0
        if ((in_flags & (ImGuiScrollFlags_AlwaysCenterY | ImGuiScrollFlags_KeepVisibleCenterY)) != 0)
10540
0
            in_flags = (in_flags & ~ImGuiScrollFlags_MaskY_) | ImGuiScrollFlags_KeepVisibleEdgeY;
10541
0
        delta_scroll += ScrollToRectEx(window->ParentWindow, ImRect(item_rect.Min - delta_scroll, item_rect.Max - delta_scroll), in_flags);
10542
0
    }
10543
10544
0
    return delta_scroll;
10545
0
}
10546
10547
float ImGui::GetScrollX()
10548
0
{
10549
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10550
0
    return window->Scroll.x;
10551
0
}
10552
10553
float ImGui::GetScrollY()
10554
0
{
10555
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10556
0
    return window->Scroll.y;
10557
0
}
10558
10559
float ImGui::GetScrollMaxX()
10560
0
{
10561
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10562
0
    return window->ScrollMax.x;
10563
0
}
10564
10565
float ImGui::GetScrollMaxY()
10566
0
{
10567
0
    ImGuiWindow* window = GImGui->CurrentWindow;
10568
0
    return window->ScrollMax.y;
10569
0
}
10570
10571
void ImGui::SetScrollX(ImGuiWindow* window, float scroll_x)
10572
0
{
10573
0
    window->ScrollTarget.x = scroll_x;
10574
0
    window->ScrollTargetCenterRatio.x = 0.0f;
10575
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10576
0
}
10577
10578
void ImGui::SetScrollY(ImGuiWindow* window, float scroll_y)
10579
0
{
10580
0
    window->ScrollTarget.y = scroll_y;
10581
0
    window->ScrollTargetCenterRatio.y = 0.0f;
10582
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10583
0
}
10584
10585
void ImGui::SetScrollX(float scroll_x)
10586
0
{
10587
0
    ImGuiContext& g = *GImGui;
10588
0
    SetScrollX(g.CurrentWindow, scroll_x);
10589
0
}
10590
10591
void ImGui::SetScrollY(float scroll_y)
10592
0
{
10593
0
    ImGuiContext& g = *GImGui;
10594
0
    SetScrollY(g.CurrentWindow, scroll_y);
10595
0
}
10596
10597
// Note that a local position will vary depending on initial scroll value,
10598
// This is a little bit confusing so bear with us:
10599
//  - local_pos = (absolution_pos - window->Pos)
10600
//  - So local_x/local_y are 0.0f for a position at the upper-left corner of a window,
10601
//    and generally local_x/local_y are >(padding+decoration) && <(size-padding-decoration) when in the visible area.
10602
//  - They mostly exist because of legacy API.
10603
// Following the rules above, when trying to work with scrolling code, consider that:
10604
//  - SetScrollFromPosY(0.0f) == SetScrollY(0.0f + scroll.y) == has no effect!
10605
//  - SetScrollFromPosY(-scroll.y) == SetScrollY(-scroll.y + scroll.y) == SetScrollY(0.0f) == reset scroll. Of course writing SetScrollY(0.0f) directly then makes more sense
10606
// We store a target position so centering and clamping can occur on the next frame when we are guaranteed to have a known window size
10607
void ImGui::SetScrollFromPosX(ImGuiWindow* window, float local_x, float center_x_ratio)
10608
0
{
10609
0
    IM_ASSERT(center_x_ratio >= 0.0f && center_x_ratio <= 1.0f);
10610
0
    window->ScrollTarget.x = IM_FLOOR(local_x - window->DecoOuterSizeX1 - window->DecoInnerSizeX1 + window->Scroll.x); // Convert local position to scroll offset
10611
0
    window->ScrollTargetCenterRatio.x = center_x_ratio;
10612
0
    window->ScrollTargetEdgeSnapDist.x = 0.0f;
10613
0
}
10614
10615
void ImGui::SetScrollFromPosY(ImGuiWindow* window, float local_y, float center_y_ratio)
10616
0
{
10617
0
    IM_ASSERT(center_y_ratio >= 0.0f && center_y_ratio <= 1.0f);
10618
0
    window->ScrollTarget.y = IM_FLOOR(local_y - window->DecoOuterSizeY1 - window->DecoInnerSizeY1 + window->Scroll.y); // Convert local position to scroll offset
10619
0
    window->ScrollTargetCenterRatio.y = center_y_ratio;
10620
0
    window->ScrollTargetEdgeSnapDist.y = 0.0f;
10621
0
}
10622
10623
void ImGui::SetScrollFromPosX(float local_x, float center_x_ratio)
10624
0
{
10625
0
    ImGuiContext& g = *GImGui;
10626
0
    SetScrollFromPosX(g.CurrentWindow, local_x, center_x_ratio);
10627
0
}
10628
10629
void ImGui::SetScrollFromPosY(float local_y, float center_y_ratio)
10630
0
{
10631
0
    ImGuiContext& g = *GImGui;
10632
0
    SetScrollFromPosY(g.CurrentWindow, local_y, center_y_ratio);
10633
0
}
10634
10635
// center_x_ratio: 0.0f left of last item, 0.5f horizontal center of last item, 1.0f right of last item.
10636
void ImGui::SetScrollHereX(float center_x_ratio)
10637
0
{
10638
0
    ImGuiContext& g = *GImGui;
10639
0
    ImGuiWindow* window = g.CurrentWindow;
10640
0
    float spacing_x = ImMax(window->WindowPadding.x, g.Style.ItemSpacing.x);
10641
0
    float target_pos_x = ImLerp(g.LastItemData.Rect.Min.x - spacing_x, g.LastItemData.Rect.Max.x + spacing_x, center_x_ratio);
10642
0
    SetScrollFromPosX(window, target_pos_x - window->Pos.x, center_x_ratio); // Convert from absolute to local pos
10643
10644
    // Tweak: snap on edges when aiming at an item very close to the edge
10645
0
    window->ScrollTargetEdgeSnapDist.x = ImMax(0.0f, window->WindowPadding.x - spacing_x);
10646
0
}
10647
10648
// center_y_ratio: 0.0f top of last item, 0.5f vertical center of last item, 1.0f bottom of last item.
10649
void ImGui::SetScrollHereY(float center_y_ratio)
10650
0
{
10651
0
    ImGuiContext& g = *GImGui;
10652
0
    ImGuiWindow* window = g.CurrentWindow;
10653
0
    float spacing_y = ImMax(window->WindowPadding.y, g.Style.ItemSpacing.y);
10654
0
    float target_pos_y = ImLerp(window->DC.CursorPosPrevLine.y - spacing_y, window->DC.CursorPosPrevLine.y + window->DC.PrevLineSize.y + spacing_y, center_y_ratio);
10655
0
    SetScrollFromPosY(window, target_pos_y - window->Pos.y, center_y_ratio); // Convert from absolute to local pos
10656
10657
    // Tweak: snap on edges when aiming at an item very close to the edge
10658
0
    window->ScrollTargetEdgeSnapDist.y = ImMax(0.0f, window->WindowPadding.y - spacing_y);
10659
0
}
10660
10661
//-----------------------------------------------------------------------------
10662
// [SECTION] TOOLTIPS
10663
//-----------------------------------------------------------------------------
10664
10665
bool ImGui::BeginTooltip()
10666
0
{
10667
0
    return BeginTooltipEx(ImGuiTooltipFlags_None, ImGuiWindowFlags_None);
10668
0
}
10669
10670
bool ImGui::BeginTooltipEx(ImGuiTooltipFlags tooltip_flags, ImGuiWindowFlags extra_window_flags)
10671
0
{
10672
0
    ImGuiContext& g = *GImGui;
10673
10674
0
    if (g.DragDropWithinSource || g.DragDropWithinTarget)
10675
0
    {
10676
        // The default tooltip position is a little offset to give space to see the context menu (it's also clamped within the current viewport/monitor)
10677
        // In the context of a dragging tooltip we try to reduce that offset and we enforce following the cursor.
10678
        // Whatever we do we want to call SetNextWindowPos() to enforce a tooltip position and disable clipping the tooltip without our display area, like regular tooltip do.
10679
        //ImVec2 tooltip_pos = g.IO.MousePos - g.ActiveIdClickOffset - g.Style.WindowPadding;
10680
0
        ImVec2 tooltip_pos = g.IO.MousePos + ImVec2(16 * g.Style.MouseCursorScale, 8 * g.Style.MouseCursorScale);
10681
0
        SetNextWindowPos(tooltip_pos);
10682
0
        SetNextWindowBgAlpha(g.Style.Colors[ImGuiCol_PopupBg].w * 0.60f);
10683
        //PushStyleVar(ImGuiStyleVar_Alpha, g.Style.Alpha * 0.60f); // This would be nice but e.g ColorButton with checkboard has issue with transparent colors :(
10684
0
        tooltip_flags |= ImGuiTooltipFlags_OverridePreviousTooltip;
10685
0
    }
10686
10687
0
    char window_name[16];
10688
0
    ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", g.TooltipOverrideCount);
10689
0
    if (tooltip_flags & ImGuiTooltipFlags_OverridePreviousTooltip)
10690
0
        if (ImGuiWindow* window = FindWindowByName(window_name))
10691
0
            if (window->Active)
10692
0
            {
10693
                // Hide previous tooltip from being displayed. We can't easily "reset" the content of a window so we create a new one.
10694
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(window);
10695
0
                ImFormatString(window_name, IM_ARRAYSIZE(window_name), "##Tooltip_%02d", ++g.TooltipOverrideCount);
10696
0
            }
10697
0
    ImGuiWindowFlags flags = ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoDocking;
10698
0
    Begin(window_name, NULL, flags | extra_window_flags);
10699
    // 2023-03-09: Added bool return value to the API, but currently always returning true.
10700
    // If this ever returns false we need to update BeginDragDropSource() accordingly.
10701
    //if (!ret)
10702
    //    End();
10703
    //return ret;
10704
0
    return true;
10705
0
}
10706
10707
void ImGui::EndTooltip()
10708
0
{
10709
0
    IM_ASSERT(GetCurrentWindowRead()->Flags & ImGuiWindowFlags_Tooltip);   // Mismatched BeginTooltip()/EndTooltip() calls
10710
0
    End();
10711
0
}
10712
10713
void ImGui::SetTooltipV(const char* fmt, va_list args)
10714
0
{
10715
0
    if (!BeginTooltipEx(ImGuiTooltipFlags_OverridePreviousTooltip, ImGuiWindowFlags_None))
10716
0
        return;
10717
0
    TextV(fmt, args);
10718
0
    EndTooltip();
10719
0
}
10720
10721
void ImGui::SetTooltip(const char* fmt, ...)
10722
0
{
10723
0
    va_list args;
10724
0
    va_start(args, fmt);
10725
0
    SetTooltipV(fmt, args);
10726
0
    va_end(args);
10727
0
}
10728
10729
//-----------------------------------------------------------------------------
10730
// [SECTION] POPUPS
10731
//-----------------------------------------------------------------------------
10732
10733
// Supported flags: ImGuiPopupFlags_AnyPopupId, ImGuiPopupFlags_AnyPopupLevel
10734
bool ImGui::IsPopupOpen(ImGuiID id, ImGuiPopupFlags popup_flags)
10735
0
{
10736
0
    ImGuiContext& g = *GImGui;
10737
0
    if (popup_flags & ImGuiPopupFlags_AnyPopupId)
10738
0
    {
10739
        // Return true if any popup is open at the current BeginPopup() level of the popup stack
10740
        // This may be used to e.g. test for another popups already opened to handle popups priorities at the same level.
10741
0
        IM_ASSERT(id == 0);
10742
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10743
0
            return g.OpenPopupStack.Size > 0;
10744
0
        else
10745
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size;
10746
0
    }
10747
0
    else
10748
0
    {
10749
0
        if (popup_flags & ImGuiPopupFlags_AnyPopupLevel)
10750
0
        {
10751
            // Return true if the popup is open anywhere in the popup stack
10752
0
            for (int n = 0; n < g.OpenPopupStack.Size; n++)
10753
0
                if (g.OpenPopupStack[n].PopupId == id)
10754
0
                    return true;
10755
0
            return false;
10756
0
        }
10757
0
        else
10758
0
        {
10759
            // Return true if the popup is open at the current BeginPopup() level of the popup stack (this is the most-common query)
10760
0
            return g.OpenPopupStack.Size > g.BeginPopupStack.Size && g.OpenPopupStack[g.BeginPopupStack.Size].PopupId == id;
10761
0
        }
10762
0
    }
10763
0
}
10764
10765
bool ImGui::IsPopupOpen(const char* str_id, ImGuiPopupFlags popup_flags)
10766
0
{
10767
0
    ImGuiContext& g = *GImGui;
10768
0
    ImGuiID id = (popup_flags & ImGuiPopupFlags_AnyPopupId) ? 0 : g.CurrentWindow->GetID(str_id);
10769
0
    if ((popup_flags & ImGuiPopupFlags_AnyPopupLevel) && id != 0)
10770
0
        IM_ASSERT(0 && "Cannot use IsPopupOpen() with a string id and ImGuiPopupFlags_AnyPopupLevel."); // But non-string version is legal and used internally
10771
0
    return IsPopupOpen(id, popup_flags);
10772
0
}
10773
10774
// Also see FindBlockingModal(NULL)
10775
ImGuiWindow* ImGui::GetTopMostPopupModal()
10776
0
{
10777
0
    ImGuiContext& g = *GImGui;
10778
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10779
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10780
0
            if (popup->Flags & ImGuiWindowFlags_Modal)
10781
0
                return popup;
10782
0
    return NULL;
10783
0
}
10784
10785
// See Demo->Stacked Modal to confirm what this is for.
10786
ImGuiWindow* ImGui::GetTopMostAndVisiblePopupModal()
10787
0
{
10788
0
    ImGuiContext& g = *GImGui;
10789
0
    for (int n = g.OpenPopupStack.Size - 1; n >= 0; n--)
10790
0
        if (ImGuiWindow* popup = g.OpenPopupStack.Data[n].Window)
10791
0
            if ((popup->Flags & ImGuiWindowFlags_Modal) && IsWindowActiveAndVisible(popup))
10792
0
                return popup;
10793
0
    return NULL;
10794
0
}
10795
10796
void ImGui::OpenPopup(const char* str_id, ImGuiPopupFlags popup_flags)
10797
0
{
10798
0
    ImGuiContext& g = *GImGui;
10799
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
10800
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopup(\"%s\" -> 0x%08X)\n", str_id, id);
10801
0
    OpenPopupEx(id, popup_flags);
10802
0
}
10803
10804
void ImGui::OpenPopup(ImGuiID id, ImGuiPopupFlags popup_flags)
10805
0
{
10806
0
    OpenPopupEx(id, popup_flags);
10807
0
}
10808
10809
// Mark popup as open (toggle toward open state).
10810
// Popups are closed when user click outside, or activate a pressable item, or CloseCurrentPopup() is called within a BeginPopup()/EndPopup() block.
10811
// Popup identifiers are relative to the current ID-stack (so OpenPopup and BeginPopup needs to be at the same level).
10812
// One open popup per level of the popup hierarchy (NB: when assigning we reset the Window member of ImGuiPopupRef to NULL)
10813
void ImGui::OpenPopupEx(ImGuiID id, ImGuiPopupFlags popup_flags)
10814
0
{
10815
0
    ImGuiContext& g = *GImGui;
10816
0
    ImGuiWindow* parent_window = g.CurrentWindow;
10817
0
    const int current_stack_size = g.BeginPopupStack.Size;
10818
10819
0
    if (popup_flags & ImGuiPopupFlags_NoOpenOverExistingPopup)
10820
0
        if (IsPopupOpen((ImGuiID)0, ImGuiPopupFlags_AnyPopupId))
10821
0
            return;
10822
10823
0
    ImGuiPopupData popup_ref; // Tagged as new ref as Window will be set back to NULL if we write this into OpenPopupStack.
10824
0
    popup_ref.PopupId = id;
10825
0
    popup_ref.Window = NULL;
10826
0
    popup_ref.BackupNavWindow = g.NavWindow;            // When popup closes focus may be restored to NavWindow (depend on window type).
10827
0
    popup_ref.OpenFrameCount = g.FrameCount;
10828
0
    popup_ref.OpenParentId = parent_window->IDStack.back();
10829
0
    popup_ref.OpenPopupPos = NavCalcPreferredRefPos();
10830
0
    popup_ref.OpenMousePos = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : popup_ref.OpenPopupPos;
10831
10832
0
    IMGUI_DEBUG_LOG_POPUP("[popup] OpenPopupEx(0x%08X)\n", id);
10833
0
    if (g.OpenPopupStack.Size < current_stack_size + 1)
10834
0
    {
10835
0
        g.OpenPopupStack.push_back(popup_ref);
10836
0
    }
10837
0
    else
10838
0
    {
10839
        // Gently handle the user mistakenly calling OpenPopup() every frame. It is a programming mistake! However, if we were to run the regular code path, the ui
10840
        // would become completely unusable because the popup will always be in hidden-while-calculating-size state _while_ claiming focus. Which would be a very confusing
10841
        // situation for the programmer. Instead, we silently allow the popup to proceed, it will keep reappearing and the programming error will be more obvious to understand.
10842
0
        if (g.OpenPopupStack[current_stack_size].PopupId == id && g.OpenPopupStack[current_stack_size].OpenFrameCount == g.FrameCount - 1)
10843
0
        {
10844
0
            g.OpenPopupStack[current_stack_size].OpenFrameCount = popup_ref.OpenFrameCount;
10845
0
        }
10846
0
        else
10847
0
        {
10848
            // Close child popups if any, then flag popup for open/reopen
10849
0
            ClosePopupToLevel(current_stack_size, false);
10850
0
            g.OpenPopupStack.push_back(popup_ref);
10851
0
        }
10852
10853
        // When reopening a popup we first refocus its parent, otherwise if its parent is itself a popup it would get closed by ClosePopupsOverWindow().
10854
        // This is equivalent to what ClosePopupToLevel() does.
10855
        //if (g.OpenPopupStack[current_stack_size].PopupId == id)
10856
        //    FocusWindow(parent_window);
10857
0
    }
10858
0
}
10859
10860
// When popups are stacked, clicking on a lower level popups puts focus back to it and close popups above it.
10861
// This function closes any popups that are over 'ref_window'.
10862
void ImGui::ClosePopupsOverWindow(ImGuiWindow* ref_window, bool restore_focus_to_window_under_popup)
10863
0
{
10864
0
    ImGuiContext& g = *GImGui;
10865
0
    if (g.OpenPopupStack.Size == 0)
10866
0
        return;
10867
10868
    // Don't close our own child popup windows.
10869
0
    int popup_count_to_keep = 0;
10870
0
    if (ref_window)
10871
0
    {
10872
        // Find the highest popup which is a descendant of the reference window (generally reference window = NavWindow)
10873
0
        for (; popup_count_to_keep < g.OpenPopupStack.Size; popup_count_to_keep++)
10874
0
        {
10875
0
            ImGuiPopupData& popup = g.OpenPopupStack[popup_count_to_keep];
10876
0
            if (!popup.Window)
10877
0
                continue;
10878
0
            IM_ASSERT((popup.Window->Flags & ImGuiWindowFlags_Popup) != 0);
10879
0
            if (popup.Window->Flags & ImGuiWindowFlags_ChildWindow)
10880
0
                continue;
10881
10882
            // Trim the stack unless the popup is a direct parent of the reference window (the reference window is often the NavWindow)
10883
            // - With this stack of window, clicking/focusing Popup1 will close Popup2 and Popup3:
10884
            //     Window -> Popup1 -> Popup2 -> Popup3
10885
            // - Each popups may contain child windows, which is why we compare ->RootWindowDockTree!
10886
            //     Window -> Popup1 -> Popup1_Child -> Popup2 -> Popup2_Child
10887
0
            bool ref_window_is_descendent_of_popup = false;
10888
0
            for (int n = popup_count_to_keep; n < g.OpenPopupStack.Size; n++)
10889
0
                if (ImGuiWindow* popup_window = g.OpenPopupStack[n].Window)
10890
                    //if (popup_window->RootWindowDockTree == ref_window->RootWindowDockTree) // FIXME-MERGE
10891
0
                    if (IsWindowWithinBeginStackOf(ref_window, popup_window))
10892
0
                    {
10893
0
                        ref_window_is_descendent_of_popup = true;
10894
0
                        break;
10895
0
                    }
10896
0
            if (!ref_window_is_descendent_of_popup)
10897
0
                break;
10898
0
        }
10899
0
    }
10900
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10901
0
    {
10902
0
        IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupsOverWindow(\"%s\")\n", ref_window ? ref_window->Name : "<NULL>");
10903
0
        ClosePopupToLevel(popup_count_to_keep, restore_focus_to_window_under_popup);
10904
0
    }
10905
0
}
10906
10907
void ImGui::ClosePopupsExceptModals()
10908
0
{
10909
0
    ImGuiContext& g = *GImGui;
10910
10911
0
    int popup_count_to_keep;
10912
0
    for (popup_count_to_keep = g.OpenPopupStack.Size; popup_count_to_keep > 0; popup_count_to_keep--)
10913
0
    {
10914
0
        ImGuiWindow* window = g.OpenPopupStack[popup_count_to_keep - 1].Window;
10915
0
        if (!window || (window->Flags & ImGuiWindowFlags_Modal))
10916
0
            break;
10917
0
    }
10918
0
    if (popup_count_to_keep < g.OpenPopupStack.Size) // This test is not required but it allows to set a convenient breakpoint on the statement below
10919
0
        ClosePopupToLevel(popup_count_to_keep, true);
10920
0
}
10921
10922
void ImGui::ClosePopupToLevel(int remaining, bool restore_focus_to_window_under_popup)
10923
0
{
10924
0
    ImGuiContext& g = *GImGui;
10925
0
    IMGUI_DEBUG_LOG_POPUP("[popup] ClosePopupToLevel(%d), restore_focus_to_window_under_popup=%d\n", remaining, restore_focus_to_window_under_popup);
10926
0
    IM_ASSERT(remaining >= 0 && remaining < g.OpenPopupStack.Size);
10927
10928
    // Trim open popup stack
10929
0
    ImGuiWindow* popup_window = g.OpenPopupStack[remaining].Window;
10930
0
    ImGuiWindow* popup_backup_nav_window = g.OpenPopupStack[remaining].BackupNavWindow;
10931
0
    g.OpenPopupStack.resize(remaining);
10932
10933
0
    if (restore_focus_to_window_under_popup)
10934
0
    {
10935
0
        ImGuiWindow* focus_window = (popup_window && popup_window->Flags & ImGuiWindowFlags_ChildMenu) ? popup_window->ParentWindow : popup_backup_nav_window;
10936
0
        if (focus_window && !focus_window->WasActive && popup_window)
10937
0
            FocusTopMostWindowUnderOne(popup_window, NULL, NULL, ImGuiFocusRequestFlags_RestoreFocusedChild); // Fallback
10938
0
        else
10939
0
            FocusWindow(focus_window, (g.NavLayer == ImGuiNavLayer_Main) ? ImGuiFocusRequestFlags_RestoreFocusedChild : ImGuiFocusRequestFlags_None);
10940
0
    }
10941
0
}
10942
10943
// Close the popup we have begin-ed into.
10944
void ImGui::CloseCurrentPopup()
10945
0
{
10946
0
    ImGuiContext& g = *GImGui;
10947
0
    int popup_idx = g.BeginPopupStack.Size - 1;
10948
0
    if (popup_idx < 0 || popup_idx >= g.OpenPopupStack.Size || g.BeginPopupStack[popup_idx].PopupId != g.OpenPopupStack[popup_idx].PopupId)
10949
0
        return;
10950
10951
    // Closing a menu closes its top-most parent popup (unless a modal)
10952
0
    while (popup_idx > 0)
10953
0
    {
10954
0
        ImGuiWindow* popup_window = g.OpenPopupStack[popup_idx].Window;
10955
0
        ImGuiWindow* parent_popup_window = g.OpenPopupStack[popup_idx - 1].Window;
10956
0
        bool close_parent = false;
10957
0
        if (popup_window && (popup_window->Flags & ImGuiWindowFlags_ChildMenu))
10958
0
            if (parent_popup_window && !(parent_popup_window->Flags & ImGuiWindowFlags_MenuBar))
10959
0
                close_parent = true;
10960
0
        if (!close_parent)
10961
0
            break;
10962
0
        popup_idx--;
10963
0
    }
10964
0
    IMGUI_DEBUG_LOG_POPUP("[popup] CloseCurrentPopup %d -> %d\n", g.BeginPopupStack.Size - 1, popup_idx);
10965
0
    ClosePopupToLevel(popup_idx, true);
10966
10967
    // A common pattern is to close a popup when selecting a menu item/selectable that will open another window.
10968
    // To improve this usage pattern, we avoid nav highlight for a single frame in the parent window.
10969
    // Similarly, we could avoid mouse hover highlight in this window but it is less visually problematic.
10970
0
    if (ImGuiWindow* window = g.NavWindow)
10971
0
        window->DC.NavHideHighlightOneFrame = true;
10972
0
}
10973
10974
// Attention! BeginPopup() adds default flags which BeginPopupEx()!
10975
bool ImGui::BeginPopupEx(ImGuiID id, ImGuiWindowFlags flags)
10976
0
{
10977
0
    ImGuiContext& g = *GImGui;
10978
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
10979
0
    {
10980
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
10981
0
        return false;
10982
0
    }
10983
10984
0
    char name[20];
10985
0
    if (flags & ImGuiWindowFlags_ChildMenu)
10986
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Menu_%02d", g.BeginMenuCount); // Recycle windows based on depth
10987
0
    else
10988
0
        ImFormatString(name, IM_ARRAYSIZE(name), "##Popup_%08x", id); // Not recycling, so we can close/open during the same frame
10989
10990
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_NoDocking;
10991
0
    bool is_open = Begin(name, NULL, flags);
10992
0
    if (!is_open) // NB: Begin can return false when the popup is completely clipped (e.g. zero size display)
10993
0
        EndPopup();
10994
10995
0
    return is_open;
10996
0
}
10997
10998
bool ImGui::BeginPopup(const char* str_id, ImGuiWindowFlags flags)
10999
0
{
11000
0
    ImGuiContext& g = *GImGui;
11001
0
    if (g.OpenPopupStack.Size <= g.BeginPopupStack.Size) // Early out for performance
11002
0
    {
11003
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11004
0
        return false;
11005
0
    }
11006
0
    flags |= ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings;
11007
0
    ImGuiID id = g.CurrentWindow->GetID(str_id);
11008
0
    return BeginPopupEx(id, flags);
11009
0
}
11010
11011
// If 'p_open' is specified for a modal popup window, the popup will have a regular close button which will close the popup.
11012
// Note that popup visibility status is owned by Dear ImGui (and manipulated with e.g. OpenPopup) so the actual value of *p_open is meaningless here.
11013
bool ImGui::BeginPopupModal(const char* name, bool* p_open, ImGuiWindowFlags flags)
11014
0
{
11015
0
    ImGuiContext& g = *GImGui;
11016
0
    ImGuiWindow* window = g.CurrentWindow;
11017
0
    const ImGuiID id = window->GetID(name);
11018
0
    if (!IsPopupOpen(id, ImGuiPopupFlags_None))
11019
0
    {
11020
0
        g.NextWindowData.ClearFlags(); // We behave like Begin() and need to consume those values
11021
0
        return false;
11022
0
    }
11023
11024
    // Center modal windows by default for increased visibility
11025
    // (this won't really last as settings will kick in, and is mostly for backward compatibility. user may do the same themselves)
11026
    // FIXME: Should test for (PosCond & window->SetWindowPosAllowFlags) with the upcoming window.
11027
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) == 0)
11028
0
    {
11029
0
        const ImGuiViewport* viewport = window->WasActive ? window->Viewport : GetMainViewport(); // FIXME-VIEWPORT: What may be our reference viewport?
11030
0
        SetNextWindowPos(viewport->GetCenter(), ImGuiCond_FirstUseEver, ImVec2(0.5f, 0.5f));
11031
0
    }
11032
11033
0
    flags |= ImGuiWindowFlags_Popup | ImGuiWindowFlags_Modal | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoDocking;
11034
0
    const bool is_open = Begin(name, p_open, flags);
11035
0
    if (!is_open || (p_open && !*p_open)) // NB: is_open can be 'false' when the popup is completely clipped (e.g. zero size display)
11036
0
    {
11037
0
        EndPopup();
11038
0
        if (is_open)
11039
0
            ClosePopupToLevel(g.BeginPopupStack.Size, true);
11040
0
        return false;
11041
0
    }
11042
0
    return is_open;
11043
0
}
11044
11045
void ImGui::EndPopup()
11046
0
{
11047
0
    ImGuiContext& g = *GImGui;
11048
0
    ImGuiWindow* window = g.CurrentWindow;
11049
0
    IM_ASSERT(window->Flags & ImGuiWindowFlags_Popup);  // Mismatched BeginPopup()/EndPopup() calls
11050
0
    IM_ASSERT(g.BeginPopupStack.Size > 0);
11051
11052
    // Make all menus and popups wrap around for now, may need to expose that policy (e.g. focus scope could include wrap/loop policy flags used by new move requests)
11053
0
    if (g.NavWindow == window)
11054
0
        NavMoveRequestTryWrapping(window, ImGuiNavMoveFlags_LoopY);
11055
11056
    // Child-popups don't need to be laid out
11057
0
    IM_ASSERT(g.WithinEndChild == false);
11058
0
    if (window->Flags & ImGuiWindowFlags_ChildWindow)
11059
0
        g.WithinEndChild = true;
11060
0
    End();
11061
0
    g.WithinEndChild = false;
11062
0
}
11063
11064
// Helper to open a popup if mouse button is released over the item
11065
// - This is essentially the same as BeginPopupContextItem() but without the trailing BeginPopup()
11066
void ImGui::OpenPopupOnItemClick(const char* str_id, ImGuiPopupFlags popup_flags)
11067
0
{
11068
0
    ImGuiContext& g = *GImGui;
11069
0
    ImGuiWindow* window = g.CurrentWindow;
11070
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11071
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11072
0
    {
11073
0
        ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11074
0
        IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11075
0
        OpenPopupEx(id, popup_flags);
11076
0
    }
11077
0
}
11078
11079
// This is a helper to handle the simplest case of associating one named popup to one given widget.
11080
// - To create a popup associated to the last item, you generally want to pass a NULL value to str_id.
11081
// - To create a popup with a specific identifier, pass it in str_id.
11082
//    - This is useful when using using BeginPopupContextItem() on an item which doesn't have an identifier, e.g. a Text() call.
11083
//    - This is useful when multiple code locations may want to manipulate/open the same popup, given an explicit id.
11084
// - You may want to handle the whole on user side if you have specific needs (e.g. tweaking IsItemHovered() parameters).
11085
//   This is essentially the same as:
11086
//       id = str_id ? GetID(str_id) : GetItemID();
11087
//       OpenPopupOnItemClick(str_id, ImGuiPopupFlags_MouseButtonRight);
11088
//       return BeginPopup(id);
11089
//   Which is essentially the same as:
11090
//       id = str_id ? GetID(str_id) : GetItemID();
11091
//       if (IsItemHovered() && IsMouseReleased(ImGuiMouseButton_Right))
11092
//           OpenPopup(id);
11093
//       return BeginPopup(id);
11094
//   The main difference being that this is tweaked to avoid computing the ID twice.
11095
bool ImGui::BeginPopupContextItem(const char* str_id, ImGuiPopupFlags popup_flags)
11096
0
{
11097
0
    ImGuiContext& g = *GImGui;
11098
0
    ImGuiWindow* window = g.CurrentWindow;
11099
0
    if (window->SkipItems)
11100
0
        return false;
11101
0
    ImGuiID id = str_id ? window->GetID(str_id) : g.LastItemData.ID;    // If user hasn't passed an ID, we can use the LastItemID. Using LastItemID as a Popup ID won't conflict!
11102
0
    IM_ASSERT(id != 0);                                             // You cannot pass a NULL str_id if the last item has no identifier (e.g. a Text() item)
11103
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11104
0
    if (IsMouseReleased(mouse_button) && IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11105
0
        OpenPopupEx(id, popup_flags);
11106
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11107
0
}
11108
11109
bool ImGui::BeginPopupContextWindow(const char* str_id, ImGuiPopupFlags popup_flags)
11110
0
{
11111
0
    ImGuiContext& g = *GImGui;
11112
0
    ImGuiWindow* window = g.CurrentWindow;
11113
0
    if (!str_id)
11114
0
        str_id = "window_context";
11115
0
    ImGuiID id = window->GetID(str_id);
11116
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11117
0
    if (IsMouseReleased(mouse_button) && IsWindowHovered(ImGuiHoveredFlags_AllowWhenBlockedByPopup))
11118
0
        if (!(popup_flags & ImGuiPopupFlags_NoOpenOverItems) || !IsAnyItemHovered())
11119
0
            OpenPopupEx(id, popup_flags);
11120
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11121
0
}
11122
11123
bool ImGui::BeginPopupContextVoid(const char* str_id, ImGuiPopupFlags popup_flags)
11124
0
{
11125
0
    ImGuiContext& g = *GImGui;
11126
0
    ImGuiWindow* window = g.CurrentWindow;
11127
0
    if (!str_id)
11128
0
        str_id = "void_context";
11129
0
    ImGuiID id = window->GetID(str_id);
11130
0
    int mouse_button = (popup_flags & ImGuiPopupFlags_MouseButtonMask_);
11131
0
    if (IsMouseReleased(mouse_button) && !IsWindowHovered(ImGuiHoveredFlags_AnyWindow))
11132
0
        if (GetTopMostPopupModal() == NULL)
11133
0
            OpenPopupEx(id, popup_flags);
11134
0
    return BeginPopupEx(id, ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings);
11135
0
}
11136
11137
// r_avoid = the rectangle to avoid (e.g. for tooltip it is a rectangle around the mouse cursor which we want to avoid. for popups it's a small point around the cursor.)
11138
// r_outer = the visible area rectangle, minus safe area padding. If our popup size won't fit because of safe area padding we ignore it.
11139
// (r_outer is usually equivalent to the viewport rectangle minus padding, but when multi-viewports are enabled and monitor
11140
//  information are available, it may represent the entire platform monitor from the frame of reference of the current viewport.
11141
//  this allows us to have tooltips/popups displayed out of the parent viewport.)
11142
ImVec2 ImGui::FindBestWindowPosForPopupEx(const ImVec2& ref_pos, const ImVec2& size, ImGuiDir* last_dir, const ImRect& r_outer, const ImRect& r_avoid, ImGuiPopupPositionPolicy policy)
11143
0
{
11144
0
    ImVec2 base_pos_clamped = ImClamp(ref_pos, r_outer.Min, r_outer.Max - size);
11145
    //GetForegroundDrawList()->AddRect(r_avoid.Min, r_avoid.Max, IM_COL32(255,0,0,255));
11146
    //GetForegroundDrawList()->AddRect(r_outer.Min, r_outer.Max, IM_COL32(0,255,0,255));
11147
11148
    // Combo Box policy (we want a connecting edge)
11149
0
    if (policy == ImGuiPopupPositionPolicy_ComboBox)
11150
0
    {
11151
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Down, ImGuiDir_Right, ImGuiDir_Left, ImGuiDir_Up };
11152
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11153
0
        {
11154
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11155
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11156
0
                continue;
11157
0
            ImVec2 pos;
11158
0
            if (dir == ImGuiDir_Down)  pos = ImVec2(r_avoid.Min.x, r_avoid.Max.y);          // Below, Toward Right (default)
11159
0
            if (dir == ImGuiDir_Right) pos = ImVec2(r_avoid.Min.x, r_avoid.Min.y - size.y); // Above, Toward Right
11160
0
            if (dir == ImGuiDir_Left)  pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Max.y); // Below, Toward Left
11161
0
            if (dir == ImGuiDir_Up)    pos = ImVec2(r_avoid.Max.x - size.x, r_avoid.Min.y - size.y); // Above, Toward Left
11162
0
            if (!r_outer.Contains(ImRect(pos, pos + size)))
11163
0
                continue;
11164
0
            *last_dir = dir;
11165
0
            return pos;
11166
0
        }
11167
0
    }
11168
11169
    // Tooltip and Default popup policy
11170
    // (Always first try the direction we used on the last frame, if any)
11171
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip || policy == ImGuiPopupPositionPolicy_Default)
11172
0
    {
11173
0
        const ImGuiDir dir_prefered_order[ImGuiDir_COUNT] = { ImGuiDir_Right, ImGuiDir_Down, ImGuiDir_Up, ImGuiDir_Left };
11174
0
        for (int n = (*last_dir != ImGuiDir_None) ? -1 : 0; n < ImGuiDir_COUNT; n++)
11175
0
        {
11176
0
            const ImGuiDir dir = (n == -1) ? *last_dir : dir_prefered_order[n];
11177
0
            if (n != -1 && dir == *last_dir) // Already tried this direction?
11178
0
                continue;
11179
11180
0
            const float avail_w = (dir == ImGuiDir_Left ? r_avoid.Min.x : r_outer.Max.x) - (dir == ImGuiDir_Right ? r_avoid.Max.x : r_outer.Min.x);
11181
0
            const float avail_h = (dir == ImGuiDir_Up ? r_avoid.Min.y : r_outer.Max.y) - (dir == ImGuiDir_Down ? r_avoid.Max.y : r_outer.Min.y);
11182
11183
            // If there's not enough room on one axis, there's no point in positioning on a side on this axis (e.g. when not enough width, use a top/bottom position to maximize available width)
11184
0
            if (avail_w < size.x && (dir == ImGuiDir_Left || dir == ImGuiDir_Right))
11185
0
                continue;
11186
0
            if (avail_h < size.y && (dir == ImGuiDir_Up || dir == ImGuiDir_Down))
11187
0
                continue;
11188
11189
0
            ImVec2 pos;
11190
0
            pos.x = (dir == ImGuiDir_Left) ? r_avoid.Min.x - size.x : (dir == ImGuiDir_Right) ? r_avoid.Max.x : base_pos_clamped.x;
11191
0
            pos.y = (dir == ImGuiDir_Up) ? r_avoid.Min.y - size.y : (dir == ImGuiDir_Down) ? r_avoid.Max.y : base_pos_clamped.y;
11192
11193
            // Clamp top-left corner of popup
11194
0
            pos.x = ImMax(pos.x, r_outer.Min.x);
11195
0
            pos.y = ImMax(pos.y, r_outer.Min.y);
11196
11197
0
            *last_dir = dir;
11198
0
            return pos;
11199
0
        }
11200
0
    }
11201
11202
    // Fallback when not enough room:
11203
0
    *last_dir = ImGuiDir_None;
11204
11205
    // For tooltip we prefer avoiding the cursor at all cost even if it means that part of the tooltip won't be visible.
11206
0
    if (policy == ImGuiPopupPositionPolicy_Tooltip)
11207
0
        return ref_pos + ImVec2(2, 2);
11208
11209
    // Otherwise try to keep within display
11210
0
    ImVec2 pos = ref_pos;
11211
0
    pos.x = ImMax(ImMin(pos.x + size.x, r_outer.Max.x) - size.x, r_outer.Min.x);
11212
0
    pos.y = ImMax(ImMin(pos.y + size.y, r_outer.Max.y) - size.y, r_outer.Min.y);
11213
0
    return pos;
11214
0
}
11215
11216
// Note that this is used for popups, which can overlap the non work-area of individual viewports.
11217
ImRect ImGui::GetPopupAllowedExtentRect(ImGuiWindow* window)
11218
0
{
11219
0
    ImGuiContext& g = *GImGui;
11220
0
    ImRect r_screen;
11221
0
    if (window->ViewportAllowPlatformMonitorExtend >= 0)
11222
0
    {
11223
        // Extent with be in the frame of reference of the given viewport (so Min is likely to be negative here)
11224
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[window->ViewportAllowPlatformMonitorExtend];
11225
0
        r_screen.Min = monitor.WorkPos;
11226
0
        r_screen.Max = monitor.WorkPos + monitor.WorkSize;
11227
0
    }
11228
0
    else
11229
0
    {
11230
        // Use the full viewport area (not work area) for popups
11231
0
        r_screen = window->Viewport->GetMainRect();
11232
0
    }
11233
0
    ImVec2 padding = g.Style.DisplaySafeAreaPadding;
11234
0
    r_screen.Expand(ImVec2((r_screen.GetWidth() > padding.x * 2) ? -padding.x : 0.0f, (r_screen.GetHeight() > padding.y * 2) ? -padding.y : 0.0f));
11235
0
    return r_screen;
11236
0
}
11237
11238
ImVec2 ImGui::FindBestWindowPosForPopup(ImGuiWindow* window)
11239
0
{
11240
0
    ImGuiContext& g = *GImGui;
11241
11242
0
    ImRect r_outer = GetPopupAllowedExtentRect(window);
11243
0
    if (window->Flags & ImGuiWindowFlags_ChildMenu)
11244
0
    {
11245
        // Child menus typically request _any_ position within the parent menu item, and then we move the new menu outside the parent bounds.
11246
        // This is how we end up with child menus appearing (most-commonly) on the right of the parent menu.
11247
0
        ImGuiWindow* parent_window = window->ParentWindow;
11248
0
        float horizontal_overlap = g.Style.ItemInnerSpacing.x; // We want some overlap to convey the relative depth of each menu (currently the amount of overlap is hard-coded to style.ItemSpacing.x).
11249
0
        ImRect r_avoid;
11250
0
        if (parent_window->DC.MenuBarAppending)
11251
0
            r_avoid = ImRect(-FLT_MAX, parent_window->ClipRect.Min.y, FLT_MAX, parent_window->ClipRect.Max.y); // Avoid parent menu-bar. If we wanted multi-line menu-bar, we may instead want to have the calling window setup e.g. a NextWindowData.PosConstraintAvoidRect field
11252
0
        else
11253
0
            r_avoid = ImRect(parent_window->Pos.x + horizontal_overlap, -FLT_MAX, parent_window->Pos.x + parent_window->Size.x - horizontal_overlap - parent_window->ScrollbarSizes.x, FLT_MAX);
11254
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Default);
11255
0
    }
11256
0
    if (window->Flags & ImGuiWindowFlags_Popup)
11257
0
    {
11258
0
        return FindBestWindowPosForPopupEx(window->Pos, window->Size, &window->AutoPosLastDirection, r_outer, ImRect(window->Pos, window->Pos), ImGuiPopupPositionPolicy_Default); // Ideally we'd disable r_avoid here
11259
0
    }
11260
0
    if (window->Flags & ImGuiWindowFlags_Tooltip)
11261
0
    {
11262
        // Position tooltip (always follows mouse)
11263
0
        float sc = g.Style.MouseCursorScale;
11264
0
        ImVec2 ref_pos = NavCalcPreferredRefPos();
11265
0
        ImRect r_avoid;
11266
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && !(g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos))
11267
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 16, ref_pos.y + 8);
11268
0
        else
11269
0
            r_avoid = ImRect(ref_pos.x - 16, ref_pos.y - 8, ref_pos.x + 24 * sc, ref_pos.y + 24 * sc); // FIXME: Hard-coded based on mouse cursor shape expectation. Exact dimension not very important.
11270
0
        return FindBestWindowPosForPopupEx(ref_pos, window->Size, &window->AutoPosLastDirection, r_outer, r_avoid, ImGuiPopupPositionPolicy_Tooltip);
11271
0
    }
11272
0
    IM_ASSERT(0);
11273
0
    return window->Pos;
11274
0
}
11275
11276
//-----------------------------------------------------------------------------
11277
// [SECTION] KEYBOARD/GAMEPAD NAVIGATION
11278
//-----------------------------------------------------------------------------
11279
11280
// FIXME-NAV: The existence of SetNavID vs SetFocusID vs FocusWindow() needs to be clarified/reworked.
11281
// In our terminology those should be interchangeable, yet right now this is super confusing.
11282
// Those two functions are merely a legacy artifact, so at minimum naming should be clarified.
11283
11284
void ImGui::SetNavWindow(ImGuiWindow* window)
11285
0
{
11286
0
    ImGuiContext& g = *GImGui;
11287
0
    if (g.NavWindow != window)
11288
0
    {
11289
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] SetNavWindow(\"%s\")\n", window ? window->Name : "<NULL>");
11290
0
        g.NavWindow = window;
11291
0
    }
11292
0
    g.NavInitRequest = g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11293
0
    NavUpdateAnyRequestFlag();
11294
0
}
11295
11296
void ImGui::NavClearPreferredPosForAxis(ImGuiAxis axis)
11297
0
{
11298
0
    ImGuiContext& g = *GImGui;
11299
0
    g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer][axis] = FLT_MAX;
11300
0
}
11301
11302
void ImGui::SetNavID(ImGuiID id, ImGuiNavLayer nav_layer, ImGuiID focus_scope_id, const ImRect& rect_rel)
11303
0
{
11304
0
    ImGuiContext& g = *GImGui;
11305
0
    IM_ASSERT(g.NavWindow != NULL);
11306
0
    IM_ASSERT(nav_layer == ImGuiNavLayer_Main || nav_layer == ImGuiNavLayer_Menu);
11307
0
    g.NavId = id;
11308
0
    g.NavLayer = nav_layer;
11309
0
    g.NavFocusScopeId = focus_scope_id;
11310
0
    g.NavWindow->NavLastIds[nav_layer] = id;
11311
0
    g.NavWindow->NavRectRel[nav_layer] = rect_rel;
11312
11313
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11314
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11315
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11316
0
}
11317
11318
void ImGui::SetFocusID(ImGuiID id, ImGuiWindow* window)
11319
0
{
11320
0
    ImGuiContext& g = *GImGui;
11321
0
    IM_ASSERT(id != 0);
11322
11323
0
    if (g.NavWindow != window)
11324
0
       SetNavWindow(window);
11325
11326
    // Assume that SetFocusID() is called in the context where its window->DC.NavLayerCurrent and g.CurrentFocusScopeId are valid.
11327
    // Note that window may be != g.CurrentWindow (e.g. SetFocusID call in InputTextEx for multi-line text)
11328
0
    const ImGuiNavLayer nav_layer = window->DC.NavLayerCurrent;
11329
0
    g.NavId = id;
11330
0
    g.NavLayer = nav_layer;
11331
0
    g.NavFocusScopeId = g.CurrentFocusScopeId;
11332
0
    window->NavLastIds[nav_layer] = id;
11333
0
    if (g.LastItemData.ID == id)
11334
0
        window->NavRectRel[nav_layer] = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11335
11336
0
    if (g.ActiveIdSource == ImGuiInputSource_Keyboard || g.ActiveIdSource == ImGuiInputSource_Gamepad)
11337
0
        g.NavDisableMouseHover = true;
11338
0
    else
11339
0
        g.NavDisableHighlight = true;
11340
11341
    // Clear preferred scoring position (NavMoveRequestApplyResult() will tend to restore it)
11342
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
11343
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
11344
0
}
11345
11346
static ImGuiDir ImGetDirQuadrantFromDelta(float dx, float dy)
11347
0
{
11348
0
    if (ImFabs(dx) > ImFabs(dy))
11349
0
        return (dx > 0.0f) ? ImGuiDir_Right : ImGuiDir_Left;
11350
0
    return (dy > 0.0f) ? ImGuiDir_Down : ImGuiDir_Up;
11351
0
}
11352
11353
static float inline NavScoreItemDistInterval(float cand_min, float cand_max, float curr_min, float curr_max)
11354
0
{
11355
0
    if (cand_max < curr_min)
11356
0
        return cand_max - curr_min;
11357
0
    if (curr_max < cand_min)
11358
0
        return cand_min - curr_max;
11359
0
    return 0.0f;
11360
0
}
11361
11362
// Scoring function for gamepad/keyboard directional navigation. Based on https://gist.github.com/rygorous/6981057
11363
static bool ImGui::NavScoreItem(ImGuiNavItemData* result)
11364
0
{
11365
0
    ImGuiContext& g = *GImGui;
11366
0
    ImGuiWindow* window = g.CurrentWindow;
11367
0
    if (g.NavLayer != window->DC.NavLayerCurrent)
11368
0
        return false;
11369
11370
    // FIXME: Those are not good variables names
11371
0
    ImRect cand = g.LastItemData.NavRect;   // Current item nav rectangle
11372
0
    const ImRect curr = g.NavScoringRect;   // Current modified source rect (NB: we've applied Max.x = Min.x in NavUpdate() to inhibit the effect of having varied item width)
11373
0
    g.NavScoringDebugCount++;
11374
11375
    // When entering through a NavFlattened border, we consider child window items as fully clipped for scoring
11376
0
    if (window->ParentWindow == g.NavWindow)
11377
0
    {
11378
0
        IM_ASSERT((window->Flags | g.NavWindow->Flags) & ImGuiWindowFlags_NavFlattened);
11379
0
        if (!window->ClipRect.Overlaps(cand))
11380
0
            return false;
11381
0
        cand.ClipWithFull(window->ClipRect); // This allows the scored item to not overlap other candidates in the parent window
11382
0
    }
11383
11384
    // Compute distance between boxes
11385
    // FIXME-NAV: Introducing biases for vertical navigation, needs to be removed.
11386
0
    float dbx = NavScoreItemDistInterval(cand.Min.x, cand.Max.x, curr.Min.x, curr.Max.x);
11387
0
    float dby = NavScoreItemDistInterval(ImLerp(cand.Min.y, cand.Max.y, 0.2f), ImLerp(cand.Min.y, cand.Max.y, 0.8f), ImLerp(curr.Min.y, curr.Max.y, 0.2f), ImLerp(curr.Min.y, curr.Max.y, 0.8f)); // Scale down on Y to keep using box-distance for vertically touching items
11388
0
    if (dby != 0.0f && dbx != 0.0f)
11389
0
        dbx = (dbx / 1000.0f) + ((dbx > 0.0f) ? +1.0f : -1.0f);
11390
0
    float dist_box = ImFabs(dbx) + ImFabs(dby);
11391
11392
    // Compute distance between centers (this is off by a factor of 2, but we only compare center distances with each other so it doesn't matter)
11393
0
    float dcx = (cand.Min.x + cand.Max.x) - (curr.Min.x + curr.Max.x);
11394
0
    float dcy = (cand.Min.y + cand.Max.y) - (curr.Min.y + curr.Max.y);
11395
0
    float dist_center = ImFabs(dcx) + ImFabs(dcy); // L1 metric (need this for our connectedness guarantee)
11396
11397
    // Determine which quadrant of 'curr' our candidate item 'cand' lies in based on distance
11398
0
    ImGuiDir quadrant;
11399
0
    float dax = 0.0f, day = 0.0f, dist_axial = 0.0f;
11400
0
    if (dbx != 0.0f || dby != 0.0f)
11401
0
    {
11402
        // For non-overlapping boxes, use distance between boxes
11403
0
        dax = dbx;
11404
0
        day = dby;
11405
0
        dist_axial = dist_box;
11406
0
        quadrant = ImGetDirQuadrantFromDelta(dbx, dby);
11407
0
    }
11408
0
    else if (dcx != 0.0f || dcy != 0.0f)
11409
0
    {
11410
        // For overlapping boxes with different centers, use distance between centers
11411
0
        dax = dcx;
11412
0
        day = dcy;
11413
0
        dist_axial = dist_center;
11414
0
        quadrant = ImGetDirQuadrantFromDelta(dcx, dcy);
11415
0
    }
11416
0
    else
11417
0
    {
11418
        // Degenerate case: two overlapping buttons with same center, break ties arbitrarily (note that LastItemId here is really the _previous_ item order, but it doesn't matter)
11419
0
        quadrant = (g.LastItemData.ID < g.NavId) ? ImGuiDir_Left : ImGuiDir_Right;
11420
0
    }
11421
11422
0
    const ImGuiDir move_dir = g.NavMoveDir;
11423
#if IMGUI_DEBUG_NAV_SCORING
11424
    char buf[200];
11425
    if (g.IO.KeyCtrl) // Hold CTRL to preview score in matching quadrant. CTRL+Arrow to rotate.
11426
    {
11427
        if (quadrant == move_dir)
11428
        {
11429
            ImFormatString(buf, IM_ARRAYSIZE(buf), "%.0f/%.0f", dist_box, dist_center);
11430
            ImDrawList* draw_list = GetForegroundDrawList(window);
11431
            draw_list->AddRectFilled(cand.Min, cand.Max, IM_COL32(255, 0, 0, 80));
11432
            draw_list->AddRectFilled(cand.Min, cand.Min + CalcTextSize(buf), IM_COL32(255, 0, 0, 200));
11433
            draw_list->AddText(cand.Min, IM_COL32(255, 255, 255, 255), buf);
11434
        }
11435
    }
11436
    const bool debug_hovering = IsMouseHoveringRect(cand.Min, cand.Max);
11437
    const bool debug_tty = (g.IO.KeyCtrl && IsKeyPressed(ImGuiKey_Space));
11438
    if (debug_hovering || debug_tty)
11439
    {
11440
        ImFormatString(buf, IM_ARRAYSIZE(buf),
11441
            "d-box    (%7.3f,%7.3f) -> %7.3f\nd-center (%7.3f,%7.3f) -> %7.3f\nd-axial  (%7.3f,%7.3f) -> %7.3f\nnav %c, quadrant %c",
11442
            dbx, dby, dist_box, dcx, dcy, dist_center, dax, day, dist_axial, "-WENS"[move_dir+1], "-WENS"[quadrant+1]);
11443
        if (debug_hovering)
11444
        {
11445
            ImDrawList* draw_list = GetForegroundDrawList(window);
11446
            draw_list->AddRect(curr.Min, curr.Max, IM_COL32(255, 200, 0, 100));
11447
            draw_list->AddRect(cand.Min, cand.Max, IM_COL32(255, 255, 0, 200));
11448
            draw_list->AddRectFilled(cand.Max - ImVec2(4, 4), cand.Max + CalcTextSize(buf) + ImVec2(4, 4), IM_COL32(40, 0, 0, 200));
11449
            draw_list->AddText(cand.Max, ~0U, buf);
11450
        }
11451
        if (debug_tty) { IMGUI_DEBUG_LOG_NAV("id 0x%08X\n%s\n", g.LastItemData.ID, buf); }
11452
    }
11453
#endif
11454
11455
    // Is it in the quadrant we're interested in moving to?
11456
0
    bool new_best = false;
11457
0
    if (quadrant == move_dir)
11458
0
    {
11459
        // Does it beat the current best candidate?
11460
0
        if (dist_box < result->DistBox)
11461
0
        {
11462
0
            result->DistBox = dist_box;
11463
0
            result->DistCenter = dist_center;
11464
0
            return true;
11465
0
        }
11466
0
        if (dist_box == result->DistBox)
11467
0
        {
11468
            // Try using distance between center points to break ties
11469
0
            if (dist_center < result->DistCenter)
11470
0
            {
11471
0
                result->DistCenter = dist_center;
11472
0
                new_best = true;
11473
0
            }
11474
0
            else if (dist_center == result->DistCenter)
11475
0
            {
11476
                // Still tied! we need to be extra-careful to make sure everything gets linked properly. We consistently break ties by symbolically moving "later" items
11477
                // (with higher index) to the right/downwards by an infinitesimal amount since we the current "best" button already (so it must have a lower index),
11478
                // this is fairly easy. This rule ensures that all buttons with dx==dy==0 will end up being linked in order of appearance along the x axis.
11479
0
                if (((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) ? dby : dbx) < 0.0f) // moving bj to the right/down decreases distance
11480
0
                    new_best = true;
11481
0
            }
11482
0
        }
11483
0
    }
11484
11485
    // Axial check: if 'curr' has no link at all in some direction and 'cand' lies roughly in that direction, add a tentative link. This will only be kept if no "real" matches
11486
    // are found, so it only augments the graph produced by the above method using extra links. (important, since it doesn't guarantee strong connectedness)
11487
    // This is just to avoid buttons having no links in a particular direction when there's a suitable neighbor. you get good graphs without this too.
11488
    // 2017/09/29: FIXME: This now currently only enabled inside menu bars, ideally we'd disable it everywhere. Menus in particular need to catch failure. For general navigation it feels awkward.
11489
    // Disabling it may lead to disconnected graphs when nodes are very spaced out on different axis. Perhaps consider offering this as an option?
11490
0
    if (result->DistBox == FLT_MAX && dist_axial < result->DistAxial)  // Check axial match
11491
0
        if (g.NavLayer == ImGuiNavLayer_Menu && !(g.NavWindow->Flags & ImGuiWindowFlags_ChildMenu))
11492
0
            if ((move_dir == ImGuiDir_Left && dax < 0.0f) || (move_dir == ImGuiDir_Right && dax > 0.0f) || (move_dir == ImGuiDir_Up && day < 0.0f) || (move_dir == ImGuiDir_Down && day > 0.0f))
11493
0
            {
11494
0
                result->DistAxial = dist_axial;
11495
0
                new_best = true;
11496
0
            }
11497
11498
0
    return new_best;
11499
0
}
11500
11501
static void ImGui::NavApplyItemToResult(ImGuiNavItemData* result)
11502
0
{
11503
0
    ImGuiContext& g = *GImGui;
11504
0
    ImGuiWindow* window = g.CurrentWindow;
11505
0
    result->Window = window;
11506
0
    result->ID = g.LastItemData.ID;
11507
0
    result->FocusScopeId = g.CurrentFocusScopeId;
11508
0
    result->InFlags = g.LastItemData.InFlags;
11509
0
    result->RectRel = WindowRectAbsToRel(window, g.LastItemData.NavRect);
11510
0
}
11511
11512
// True when current work location may be scrolled horizontally when moving left / right.
11513
// This is generally always true UNLESS within a column. We don't have a vertical equivalent.
11514
void ImGui::NavUpdateCurrentWindowIsScrollPushableX()
11515
0
{
11516
0
    ImGuiContext& g = *GImGui;
11517
0
    ImGuiWindow* window = g.CurrentWindow;
11518
0
    window->DC.NavIsScrollPushableX = (g.CurrentTable == NULL && window->DC.CurrentColumns == NULL);
11519
0
}
11520
11521
// We get there when either NavId == id, or when g.NavAnyRequest is set (which is updated by NavUpdateAnyRequestFlag above)
11522
// This is called after LastItemData is set.
11523
static void ImGui::NavProcessItem()
11524
0
{
11525
0
    ImGuiContext& g = *GImGui;
11526
0
    ImGuiWindow* window = g.CurrentWindow;
11527
0
    const ImGuiID id = g.LastItemData.ID;
11528
0
    const ImGuiItemFlags item_flags = g.LastItemData.InFlags;
11529
11530
    // When inside a container that isn't scrollable with Left<>Right, clip NavRect accordingly (#2221)
11531
0
    if (window->DC.NavIsScrollPushableX == false)
11532
0
    {
11533
0
        g.LastItemData.NavRect.Min.x = ImClamp(g.LastItemData.NavRect.Min.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11534
0
        g.LastItemData.NavRect.Max.x = ImClamp(g.LastItemData.NavRect.Max.x, window->ClipRect.Min.x, window->ClipRect.Max.x);
11535
0
    }
11536
0
    const ImRect nav_bb = g.LastItemData.NavRect;
11537
11538
    // Process Init Request
11539
0
    if (g.NavInitRequest && g.NavLayer == window->DC.NavLayerCurrent && (item_flags & ImGuiItemFlags_Disabled) == 0)
11540
0
    {
11541
        // Even if 'ImGuiItemFlags_NoNavDefaultFocus' is on (typically collapse/close button) we record the first ResultId so they can be used as a fallback
11542
0
        const bool candidate_for_nav_default_focus = (item_flags & ImGuiItemFlags_NoNavDefaultFocus) == 0;
11543
0
        if (candidate_for_nav_default_focus || g.NavInitResultId == 0)
11544
0
        {
11545
0
            g.NavInitResultId = id;
11546
0
            g.NavInitResultRectRel = WindowRectAbsToRel(window, nav_bb);
11547
0
        }
11548
0
        if (candidate_for_nav_default_focus)
11549
0
        {
11550
0
            g.NavInitRequest = false; // Found a match, clear request
11551
0
            NavUpdateAnyRequestFlag();
11552
0
        }
11553
0
    }
11554
11555
    // Process Move Request (scoring for navigation)
11556
    // FIXME-NAV: Consider policy for double scoring (scoring from NavScoringRect + scoring from a rect wrapped according to current wrapping policy)
11557
0
    if (g.NavMoveScoringItems && (item_flags & ImGuiItemFlags_Disabled) == 0)
11558
0
    {
11559
0
        const bool is_tabbing = (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) != 0;
11560
0
        if (is_tabbing)
11561
0
        {
11562
0
            NavProcessItemForTabbingRequest(id, item_flags, g.NavMoveFlags);
11563
0
        }
11564
0
        else if (g.NavId != id || (g.NavMoveFlags & ImGuiNavMoveFlags_AllowCurrentNavId))
11565
0
        {
11566
0
            ImGuiNavItemData* result = (window == g.NavWindow) ? &g.NavMoveResultLocal : &g.NavMoveResultOther;
11567
0
            if (NavScoreItem(result))
11568
0
                NavApplyItemToResult(result);
11569
11570
            // Features like PageUp/PageDown need to maintain a separate score for the visible set of items.
11571
0
            const float VISIBLE_RATIO = 0.70f;
11572
0
            if ((g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet) && window->ClipRect.Overlaps(nav_bb))
11573
0
                if (ImClamp(nav_bb.Max.y, window->ClipRect.Min.y, window->ClipRect.Max.y) - ImClamp(nav_bb.Min.y, window->ClipRect.Min.y, window->ClipRect.Max.y) >= (nav_bb.Max.y - nav_bb.Min.y) * VISIBLE_RATIO)
11574
0
                    if (NavScoreItem(&g.NavMoveResultLocalVisible))
11575
0
                        NavApplyItemToResult(&g.NavMoveResultLocalVisible);
11576
0
        }
11577
0
    }
11578
11579
    // Update information for currently focused/navigated item
11580
0
    if (g.NavId == id)
11581
0
    {
11582
0
        if (g.NavWindow != window)
11583
0
            SetNavWindow(window); // Always refresh g.NavWindow, because some operations such as FocusItem() may not have a window.
11584
0
        g.NavLayer = window->DC.NavLayerCurrent;
11585
0
        g.NavFocusScopeId = g.CurrentFocusScopeId;
11586
0
        g.NavIdIsAlive = true;
11587
0
        window->NavRectRel[window->DC.NavLayerCurrent] = WindowRectAbsToRel(window, nav_bb); // Store item bounding box (relative to window position)
11588
0
    }
11589
0
}
11590
11591
// Handle "scoring" of an item for a tabbing/focusing request initiated by NavUpdateCreateTabbingRequest().
11592
// Note that SetKeyboardFocusHere() API calls are considered tabbing requests!
11593
// - Case 1: no nav/active id:    set result to first eligible item, stop storing.
11594
// - Case 2: tab forward:         on ref id set counter, on counter elapse store result
11595
// - Case 3: tab forward wrap:    set result to first eligible item (preemptively), on ref id set counter, on next frame if counter hasn't elapsed store result. // FIXME-TABBING: Could be done as a next-frame forwarded request
11596
// - Case 4: tab backward:        store all results, on ref id pick prev, stop storing
11597
// - Case 5: tab backward wrap:   store all results, on ref id if no result keep storing until last // FIXME-TABBING: Could be done as next-frame forwarded requested
11598
void ImGui::NavProcessItemForTabbingRequest(ImGuiID id, ImGuiItemFlags item_flags, ImGuiNavMoveFlags move_flags)
11599
0
{
11600
0
    ImGuiContext& g = *GImGui;
11601
11602
0
    if ((move_flags & ImGuiNavMoveFlags_FocusApi) == 0)
11603
0
        if (g.NavLayer != g.CurrentWindow->DC.NavLayerCurrent)
11604
0
            return;
11605
11606
    // - Can always land on an item when using API call.
11607
    // - Tabbing with _NavEnableKeyboard (space/enter/arrows): goes through every item.
11608
    // - Tabbing without _NavEnableKeyboard: goes through inputable items only.
11609
0
    bool can_stop;
11610
0
    if (move_flags & ImGuiNavMoveFlags_FocusApi)
11611
0
        can_stop = true;
11612
0
    else
11613
0
        can_stop = (item_flags & ImGuiItemFlags_NoTabStop) == 0 && ((g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) || (item_flags & ImGuiItemFlags_Inputable));
11614
11615
    // Always store in NavMoveResultLocal (unlike directional request which uses NavMoveResultOther on sibling/flattened windows)
11616
0
    ImGuiNavItemData* result = &g.NavMoveResultLocal;
11617
0
    if (g.NavTabbingDir == +1)
11618
0
    {
11619
        // Tab Forward or SetKeyboardFocusHere() with >= 0
11620
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0)
11621
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11622
0
        if (can_stop && g.NavTabbingCounter > 0 && --g.NavTabbingCounter == 0)
11623
0
            NavMoveRequestResolveWithLastItem(result);
11624
0
        else if (g.NavId == id)
11625
0
            g.NavTabbingCounter = 1;
11626
0
    }
11627
0
    else if (g.NavTabbingDir == -1)
11628
0
    {
11629
        // Tab Backward
11630
0
        if (g.NavId == id)
11631
0
        {
11632
0
            if (result->ID)
11633
0
            {
11634
0
                g.NavMoveScoringItems = false;
11635
0
                NavUpdateAnyRequestFlag();
11636
0
            }
11637
0
        }
11638
0
        else if (can_stop)
11639
0
        {
11640
            // Keep applying until reaching NavId
11641
0
            NavApplyItemToResult(result);
11642
0
        }
11643
0
    }
11644
0
    else if (g.NavTabbingDir == 0)
11645
0
    {
11646
0
        if (can_stop && g.NavId == id)
11647
0
            NavMoveRequestResolveWithLastItem(result);
11648
0
        if (can_stop && g.NavTabbingResultFirst.ID == 0) // Tab init
11649
0
            NavApplyItemToResult(&g.NavTabbingResultFirst);
11650
0
    }
11651
0
}
11652
11653
bool ImGui::NavMoveRequestButNoResultYet()
11654
0
{
11655
0
    ImGuiContext& g = *GImGui;
11656
0
    return g.NavMoveScoringItems && g.NavMoveResultLocal.ID == 0 && g.NavMoveResultOther.ID == 0;
11657
0
}
11658
11659
// FIXME: ScoringRect is not set
11660
void ImGui::NavMoveRequestSubmit(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11661
0
{
11662
0
    ImGuiContext& g = *GImGui;
11663
0
    IM_ASSERT(g.NavWindow != NULL);
11664
11665
0
    if (move_flags & ImGuiNavMoveFlags_Tabbing)
11666
0
        move_flags |= ImGuiNavMoveFlags_AllowCurrentNavId;
11667
11668
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = true;
11669
0
    g.NavMoveDir = move_dir;
11670
0
    g.NavMoveDirForDebug = move_dir;
11671
0
    g.NavMoveClipDir = clip_dir;
11672
0
    g.NavMoveFlags = move_flags;
11673
0
    g.NavMoveScrollFlags = scroll_flags;
11674
0
    g.NavMoveForwardToNextFrame = false;
11675
0
    g.NavMoveKeyMods = g.IO.KeyMods;
11676
0
    g.NavMoveResultLocal.Clear();
11677
0
    g.NavMoveResultLocalVisible.Clear();
11678
0
    g.NavMoveResultOther.Clear();
11679
0
    g.NavTabbingCounter = 0;
11680
0
    g.NavTabbingResultFirst.Clear();
11681
0
    NavUpdateAnyRequestFlag();
11682
0
}
11683
11684
void ImGui::NavMoveRequestResolveWithLastItem(ImGuiNavItemData* result)
11685
0
{
11686
0
    ImGuiContext& g = *GImGui;
11687
0
    g.NavMoveScoringItems = false; // Ensure request doesn't need more processing
11688
0
    NavApplyItemToResult(result);
11689
0
    NavUpdateAnyRequestFlag();
11690
0
}
11691
11692
void ImGui::NavMoveRequestCancel()
11693
0
{
11694
0
    ImGuiContext& g = *GImGui;
11695
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11696
0
    NavUpdateAnyRequestFlag();
11697
0
}
11698
11699
// Forward will reuse the move request again on the next frame (generally with modifications done to it)
11700
void ImGui::NavMoveRequestForward(ImGuiDir move_dir, ImGuiDir clip_dir, ImGuiNavMoveFlags move_flags, ImGuiScrollFlags scroll_flags)
11701
0
{
11702
0
    ImGuiContext& g = *GImGui;
11703
0
    IM_ASSERT(g.NavMoveForwardToNextFrame == false);
11704
0
    NavMoveRequestCancel();
11705
0
    g.NavMoveForwardToNextFrame = true;
11706
0
    g.NavMoveDir = move_dir;
11707
0
    g.NavMoveClipDir = clip_dir;
11708
0
    g.NavMoveFlags = move_flags | ImGuiNavMoveFlags_Forwarded;
11709
0
    g.NavMoveScrollFlags = scroll_flags;
11710
0
}
11711
11712
// Navigation wrap-around logic is delayed to the end of the frame because this operation is only valid after entire
11713
// popup is assembled and in case of appended popups it is not clear which EndPopup() call is final.
11714
void ImGui::NavMoveRequestTryWrapping(ImGuiWindow* window, ImGuiNavMoveFlags wrap_flags)
11715
0
{
11716
0
    ImGuiContext& g = *GImGui;
11717
0
    IM_ASSERT((wrap_flags & ImGuiNavMoveFlags_WrapMask_ ) != 0 && (wrap_flags & ~ImGuiNavMoveFlags_WrapMask_) == 0); // Call with _WrapX, _WrapY, _LoopX, _LoopY
11718
11719
    // In theory we should test for NavMoveRequestButNoResultYet() but there's no point doing it:
11720
    // as NavEndFrame() will do the same test. It will end up calling NavUpdateCreateWrappingRequest().
11721
0
    if (g.NavWindow == window && g.NavMoveScoringItems && g.NavLayer == ImGuiNavLayer_Main)
11722
0
        g.NavMoveFlags = (g.NavMoveFlags & ~ImGuiNavMoveFlags_WrapMask_) | wrap_flags;
11723
0
}
11724
11725
// FIXME: This could be replaced by updating a frame number in each window when (window == NavWindow) and (NavLayer == 0).
11726
// This way we could find the last focused window among our children. It would be much less confusing this way?
11727
static void ImGui::NavSaveLastChildNavWindowIntoParent(ImGuiWindow* nav_window)
11728
0
{
11729
0
    ImGuiWindow* parent = nav_window;
11730
0
    while (parent && parent->RootWindow != parent && (parent->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
11731
0
        parent = parent->ParentWindow;
11732
0
    if (parent && parent != nav_window)
11733
0
        parent->NavLastChildNavWindow = nav_window;
11734
0
}
11735
11736
// Restore the last focused child.
11737
// Call when we are expected to land on the Main Layer (0) after FocusWindow()
11738
static ImGuiWindow* ImGui::NavRestoreLastChildNavWindow(ImGuiWindow* window)
11739
0
{
11740
0
    if (window->NavLastChildNavWindow && window->NavLastChildNavWindow->WasActive)
11741
0
        return window->NavLastChildNavWindow;
11742
0
    if (window->DockNodeAsHost && window->DockNodeAsHost->TabBar)
11743
0
        if (ImGuiTabItem* tab = TabBarFindMostRecentlySelectedTabForActiveWindow(window->DockNodeAsHost->TabBar))
11744
0
            return tab->Window;
11745
0
    return window;
11746
0
}
11747
11748
void ImGui::NavRestoreLayer(ImGuiNavLayer layer)
11749
0
{
11750
0
    ImGuiContext& g = *GImGui;
11751
0
    if (layer == ImGuiNavLayer_Main)
11752
0
    {
11753
0
        ImGuiWindow* prev_nav_window = g.NavWindow;
11754
0
        g.NavWindow = NavRestoreLastChildNavWindow(g.NavWindow);    // FIXME-NAV: Should clear ongoing nav requests?
11755
0
        if (prev_nav_window)
11756
0
            IMGUI_DEBUG_LOG_FOCUS("[focus] NavRestoreLayer: from \"%s\" to SetNavWindow(\"%s\")\n", prev_nav_window->Name, g.NavWindow->Name);
11757
0
    }
11758
0
    ImGuiWindow* window = g.NavWindow;
11759
0
    if (window->NavLastIds[layer] != 0)
11760
0
    {
11761
0
        SetNavID(window->NavLastIds[layer], layer, 0, window->NavRectRel[layer]);
11762
0
    }
11763
0
    else
11764
0
    {
11765
0
        g.NavLayer = layer;
11766
0
        NavInitWindow(window, true);
11767
0
    }
11768
0
}
11769
11770
void ImGui::NavRestoreHighlightAfterMove()
11771
0
{
11772
0
    ImGuiContext& g = *GImGui;
11773
0
    g.NavDisableHighlight = false;
11774
0
    g.NavDisableMouseHover = g.NavMousePosDirty = true;
11775
0
}
11776
11777
static inline void ImGui::NavUpdateAnyRequestFlag()
11778
0
{
11779
0
    ImGuiContext& g = *GImGui;
11780
0
    g.NavAnyRequest = g.NavMoveScoringItems || g.NavInitRequest || (IMGUI_DEBUG_NAV_SCORING && g.NavWindow != NULL);
11781
0
    if (g.NavAnyRequest)
11782
0
        IM_ASSERT(g.NavWindow != NULL);
11783
0
}
11784
11785
// This needs to be called before we submit any widget (aka in or before Begin)
11786
void ImGui::NavInitWindow(ImGuiWindow* window, bool force_reinit)
11787
0
{
11788
    // FIXME: ChildWindow test here is wrong for docking
11789
0
    ImGuiContext& g = *GImGui;
11790
0
    IM_ASSERT(window == g.NavWindow);
11791
11792
0
    if (window->Flags & ImGuiWindowFlags_NoNavInputs)
11793
0
    {
11794
0
        g.NavId = 0;
11795
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11796
0
        return;
11797
0
    }
11798
11799
0
    bool init_for_nav = false;
11800
0
    if (window == window->RootWindow || (window->Flags & ImGuiWindowFlags_Popup) || (window->NavLastIds[0] == 0) || force_reinit)
11801
0
        init_for_nav = true;
11802
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from NavInitWindow(), init_for_nav=%d, window=\"%s\", layer=%d\n", init_for_nav, window->Name, g.NavLayer);
11803
0
    if (init_for_nav)
11804
0
    {
11805
0
        SetNavID(0, g.NavLayer, window->NavRootFocusScopeId, ImRect());
11806
0
        g.NavInitRequest = true;
11807
0
        g.NavInitRequestFromMove = false;
11808
0
        g.NavInitResultId = 0;
11809
0
        g.NavInitResultRectRel = ImRect();
11810
0
        NavUpdateAnyRequestFlag();
11811
0
    }
11812
0
    else
11813
0
    {
11814
0
        g.NavId = window->NavLastIds[0];
11815
0
        g.NavFocusScopeId = window->NavRootFocusScopeId;
11816
0
    }
11817
0
}
11818
11819
static ImVec2 ImGui::NavCalcPreferredRefPos()
11820
0
{
11821
0
    ImGuiContext& g = *GImGui;
11822
0
    ImGuiWindow* window = g.NavWindow;
11823
0
    if (g.NavDisableHighlight || !g.NavDisableMouseHover || !window)
11824
0
    {
11825
        // Mouse (we need a fallback in case the mouse becomes invalid after being used)
11826
        // The +1.0f offset when stored by OpenPopupEx() allows reopening this or another popup (same or another mouse button) while not moving the mouse, it is pretty standard.
11827
        // In theory we could move that +1.0f offset in OpenPopupEx()
11828
0
        ImVec2 p = IsMousePosValid(&g.IO.MousePos) ? g.IO.MousePos : g.MouseLastValidPos;
11829
0
        return ImVec2(p.x + 1.0f, p.y);
11830
0
    }
11831
0
    else
11832
0
    {
11833
        // When navigation is active and mouse is disabled, pick a position around the bottom left of the currently navigated item
11834
        // Take account of upcoming scrolling (maybe set mouse pos should be done in EndFrame?)
11835
0
        ImRect rect_rel = WindowRectRelToAbs(window, window->NavRectRel[g.NavLayer]);
11836
0
        if (window->LastFrameActive != g.FrameCount && (window->ScrollTarget.x != FLT_MAX || window->ScrollTarget.y != FLT_MAX))
11837
0
        {
11838
0
            ImVec2 next_scroll = CalcNextScrollFromScrollTargetAndClamp(window);
11839
0
            rect_rel.Translate(window->Scroll - next_scroll);
11840
0
        }
11841
0
        ImVec2 pos = ImVec2(rect_rel.Min.x + ImMin(g.Style.FramePadding.x * 4, rect_rel.GetWidth()), rect_rel.Max.y - ImMin(g.Style.FramePadding.y, rect_rel.GetHeight()));
11842
0
        ImGuiViewport* viewport = window->Viewport;
11843
0
        return ImFloor(ImClamp(pos, viewport->Pos, viewport->Pos + viewport->Size)); // ImFloor() is important because non-integer mouse position application in backend might be lossy and result in undesirable non-zero delta.
11844
0
    }
11845
0
}
11846
11847
float ImGui::GetNavTweakPressedAmount(ImGuiAxis axis)
11848
0
{
11849
0
    ImGuiContext& g = *GImGui;
11850
0
    float repeat_delay, repeat_rate;
11851
0
    GetTypematicRepeatRate(ImGuiInputFlags_RepeatRateNavTweak, &repeat_delay, &repeat_rate);
11852
11853
0
    ImGuiKey key_less, key_more;
11854
0
    if (g.NavInputSource == ImGuiInputSource_Gamepad)
11855
0
    {
11856
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadLeft : ImGuiKey_GamepadDpadUp;
11857
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_GamepadDpadRight : ImGuiKey_GamepadDpadDown;
11858
0
    }
11859
0
    else
11860
0
    {
11861
0
        key_less = (axis == ImGuiAxis_X) ? ImGuiKey_LeftArrow : ImGuiKey_UpArrow;
11862
0
        key_more = (axis == ImGuiAxis_X) ? ImGuiKey_RightArrow : ImGuiKey_DownArrow;
11863
0
    }
11864
0
    float amount = (float)GetKeyPressedAmount(key_more, repeat_delay, repeat_rate) - (float)GetKeyPressedAmount(key_less, repeat_delay, repeat_rate);
11865
0
    if (amount != 0.0f && IsKeyDown(key_less) && IsKeyDown(key_more)) // Cancel when opposite directions are held, regardless of repeat phase
11866
0
        amount = 0.0f;
11867
0
    return amount;
11868
0
}
11869
11870
static void ImGui::NavUpdate()
11871
0
{
11872
0
    ImGuiContext& g = *GImGui;
11873
0
    ImGuiIO& io = g.IO;
11874
11875
0
    io.WantSetMousePos = false;
11876
    //if (g.NavScoringDebugCount > 0) IMGUI_DEBUG_LOG_NAV("[nav] NavScoringDebugCount %d for '%s' layer %d (Init:%d, Move:%d)\n", g.NavScoringDebugCount, g.NavWindow ? g.NavWindow->Name : "NULL", g.NavLayer, g.NavInitRequest || g.NavInitResultId != 0, g.NavMoveRequest);
11877
11878
    // Set input source based on which keys are last pressed (as some features differs when used with Gamepad vs Keyboard)
11879
    // FIXME-NAV: Now that keys are separated maybe we can get rid of NavInputSource?
11880
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
11881
0
    const ImGuiKey nav_gamepad_keys_to_change_source[] = { ImGuiKey_GamepadFaceRight, ImGuiKey_GamepadFaceLeft, ImGuiKey_GamepadFaceUp, ImGuiKey_GamepadFaceDown, ImGuiKey_GamepadDpadRight, ImGuiKey_GamepadDpadLeft, ImGuiKey_GamepadDpadUp, ImGuiKey_GamepadDpadDown };
11882
0
    if (nav_gamepad_active)
11883
0
        for (ImGuiKey key : nav_gamepad_keys_to_change_source)
11884
0
            if (IsKeyDown(key))
11885
0
                g.NavInputSource = ImGuiInputSource_Gamepad;
11886
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
11887
0
    const ImGuiKey nav_keyboard_keys_to_change_source[] = { ImGuiKey_Space, ImGuiKey_Enter, ImGuiKey_Escape, ImGuiKey_RightArrow, ImGuiKey_LeftArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow };
11888
0
    if (nav_keyboard_active)
11889
0
        for (ImGuiKey key : nav_keyboard_keys_to_change_source)
11890
0
            if (IsKeyDown(key))
11891
0
                g.NavInputSource = ImGuiInputSource_Keyboard;
11892
11893
    // Process navigation init request (select first/default focus)
11894
0
    if (g.NavInitResultId != 0)
11895
0
        NavInitRequestApplyResult();
11896
0
    g.NavInitRequest = false;
11897
0
    g.NavInitRequestFromMove = false;
11898
0
    g.NavInitResultId = 0;
11899
0
    g.NavJustMovedToId = 0;
11900
11901
    // Process navigation move request
11902
0
    if (g.NavMoveSubmitted)
11903
0
        NavMoveRequestApplyResult();
11904
0
    g.NavTabbingCounter = 0;
11905
0
    g.NavMoveSubmitted = g.NavMoveScoringItems = false;
11906
11907
    // Schedule mouse position update (will be done at the bottom of this function, after 1) processing all move requests and 2) updating scrolling)
11908
0
    bool set_mouse_pos = false;
11909
0
    if (g.NavMousePosDirty && g.NavIdIsAlive)
11910
0
        if (!g.NavDisableHighlight && g.NavDisableMouseHover && g.NavWindow)
11911
0
            set_mouse_pos = true;
11912
0
    g.NavMousePosDirty = false;
11913
0
    IM_ASSERT(g.NavLayer == ImGuiNavLayer_Main || g.NavLayer == ImGuiNavLayer_Menu);
11914
11915
    // Store our return window (for returning from Menu Layer to Main Layer) and clear it as soon as we step back in our own Layer 0
11916
0
    if (g.NavWindow)
11917
0
        NavSaveLastChildNavWindowIntoParent(g.NavWindow);
11918
0
    if (g.NavWindow && g.NavWindow->NavLastChildNavWindow != NULL && g.NavLayer == ImGuiNavLayer_Main)
11919
0
        g.NavWindow->NavLastChildNavWindow = NULL;
11920
11921
    // Update CTRL+TAB and Windowing features (hold Square to move/resize/etc.)
11922
0
    NavUpdateWindowing();
11923
11924
    // Set output flags for user application
11925
0
    io.NavActive = (nav_keyboard_active || nav_gamepad_active) && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs);
11926
0
    io.NavVisible = (io.NavActive && g.NavId != 0 && !g.NavDisableHighlight) || (g.NavWindowingTarget != NULL);
11927
11928
    // Process NavCancel input (to close a popup, get back to parent, clear focus)
11929
0
    NavUpdateCancelRequest();
11930
11931
    // Process manual activation request
11932
0
    g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = 0;
11933
0
    g.NavActivateFlags = ImGuiActivateFlags_None;
11934
0
    if (g.NavId != 0 && !g.NavDisableHighlight && !g.NavWindowingTarget && g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11935
0
    {
11936
0
        const bool activate_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Space)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadActivate));
11937
0
        const bool activate_pressed = activate_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Space, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadActivate, false)));
11938
0
        const bool input_down = (nav_keyboard_active && IsKeyDown(ImGuiKey_Enter)) || (nav_gamepad_active && IsKeyDown(ImGuiKey_NavGamepadInput));
11939
0
        const bool input_pressed = input_down && ((nav_keyboard_active && IsKeyPressed(ImGuiKey_Enter, false)) || (nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadInput, false)));
11940
0
        if (g.ActiveId == 0 && activate_pressed)
11941
0
        {
11942
0
            g.NavActivateId = g.NavId;
11943
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferTweak;
11944
0
        }
11945
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && input_pressed)
11946
0
        {
11947
0
            g.NavActivateId = g.NavId;
11948
0
            g.NavActivateFlags = ImGuiActivateFlags_PreferInput;
11949
0
        }
11950
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_down || input_down))
11951
0
            g.NavActivateDownId = g.NavId;
11952
0
        if ((g.ActiveId == 0 || g.ActiveId == g.NavId) && (activate_pressed || input_pressed))
11953
0
            g.NavActivatePressedId = g.NavId;
11954
0
    }
11955
0
    if (g.NavWindow && (g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs))
11956
0
        g.NavDisableHighlight = true;
11957
0
    if (g.NavActivateId != 0)
11958
0
        IM_ASSERT(g.NavActivateDownId == g.NavActivateId);
11959
11960
    // Process programmatic activation request
11961
    // FIXME-NAV: Those should eventually be queued (unlike focus they don't cancel each others)
11962
0
    if (g.NavNextActivateId != 0)
11963
0
    {
11964
0
        g.NavActivateId = g.NavActivateDownId = g.NavActivatePressedId = g.NavNextActivateId;
11965
0
        g.NavActivateFlags = g.NavNextActivateFlags;
11966
0
    }
11967
0
    g.NavNextActivateId = 0;
11968
11969
    // Process move requests
11970
0
    NavUpdateCreateMoveRequest();
11971
0
    if (g.NavMoveDir == ImGuiDir_None)
11972
0
        NavUpdateCreateTabbingRequest();
11973
0
    NavUpdateAnyRequestFlag();
11974
0
    g.NavIdIsAlive = false;
11975
11976
    // Scrolling
11977
0
    if (g.NavWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_NoNavInputs) && !g.NavWindowingTarget)
11978
0
    {
11979
        // *Fallback* manual-scroll with Nav directional keys when window has no navigable item
11980
0
        ImGuiWindow* window = g.NavWindow;
11981
0
        const float scroll_speed = IM_ROUND(window->CalcFontSize() * 100 * io.DeltaTime); // We need round the scrolling speed because sub-pixel scroll isn't reliably supported.
11982
0
        const ImGuiDir move_dir = g.NavMoveDir;
11983
0
        if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY && move_dir != ImGuiDir_None)
11984
0
        {
11985
0
            if (move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right)
11986
0
                SetScrollX(window, ImFloor(window->Scroll.x + ((move_dir == ImGuiDir_Left) ? -1.0f : +1.0f) * scroll_speed));
11987
0
            if (move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down)
11988
0
                SetScrollY(window, ImFloor(window->Scroll.y + ((move_dir == ImGuiDir_Up) ? -1.0f : +1.0f) * scroll_speed));
11989
0
        }
11990
11991
        // *Normal* Manual scroll with LStick
11992
        // Next movement request will clamp the NavId reference rectangle to the visible area, so navigation will resume within those bounds.
11993
0
        if (nav_gamepad_active)
11994
0
        {
11995
0
            const ImVec2 scroll_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
11996
0
            const float tweak_factor = IsKeyDown(ImGuiKey_NavGamepadTweakSlow) ? 1.0f / 10.0f : IsKeyDown(ImGuiKey_NavGamepadTweakFast) ? 10.0f : 1.0f;
11997
0
            if (scroll_dir.x != 0.0f && window->ScrollbarX)
11998
0
                SetScrollX(window, ImFloor(window->Scroll.x + scroll_dir.x * scroll_speed * tweak_factor));
11999
0
            if (scroll_dir.y != 0.0f)
12000
0
                SetScrollY(window, ImFloor(window->Scroll.y + scroll_dir.y * scroll_speed * tweak_factor));
12001
0
        }
12002
0
    }
12003
12004
    // Always prioritize mouse highlight if navigation is disabled
12005
0
    if (!nav_keyboard_active && !nav_gamepad_active)
12006
0
    {
12007
0
        g.NavDisableHighlight = true;
12008
0
        g.NavDisableMouseHover = set_mouse_pos = false;
12009
0
    }
12010
12011
    // Update mouse position if requested
12012
    // (This will take into account the possibility that a Scroll was queued in the window to offset our absolute mouse position before scroll has been applied)
12013
0
    if (set_mouse_pos && (io.ConfigFlags & ImGuiConfigFlags_NavEnableSetMousePos) && (io.BackendFlags & ImGuiBackendFlags_HasSetMousePos))
12014
0
    {
12015
0
        io.MousePos = io.MousePosPrev = NavCalcPreferredRefPos();
12016
0
        io.WantSetMousePos = true;
12017
        //IMGUI_DEBUG_LOG_IO("SetMousePos: (%.1f,%.1f)\n", io.MousePos.x, io.MousePos.y);
12018
0
    }
12019
12020
    // [DEBUG]
12021
0
    g.NavScoringDebugCount = 0;
12022
#if IMGUI_DEBUG_NAV_RECTS
12023
    if (ImGuiWindow* debug_window = g.NavWindow)
12024
    {
12025
        ImDrawList* draw_list = GetForegroundDrawList(debug_window);
12026
        int layer = g.NavLayer; /* for (int layer = 0; layer < 2; layer++)*/ { ImRect r = WindowRectRelToAbs(debug_window, debug_window->NavRectRel[layer]); draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 200, 0, 255)); }
12027
        //if (1) { ImU32 col = (!debug_window->Hidden) ? IM_COL32(255,0,255,255) : IM_COL32(255,0,0,255); ImVec2 p = NavCalcPreferredRefPos(); char buf[32]; ImFormatString(buf, 32, "%d", g.NavLayer); draw_list->AddCircleFilled(p, 3.0f, col); draw_list->AddText(NULL, 13.0f, p + ImVec2(8,-4), col, buf); }
12028
    }
12029
#endif
12030
0
}
12031
12032
void ImGui::NavInitRequestApplyResult()
12033
0
{
12034
    // In very rare cases g.NavWindow may be null (e.g. clearing focus after requesting an init request, which does happen when releasing Alt while clicking on void)
12035
0
    ImGuiContext& g = *GImGui;
12036
0
    if (!g.NavWindow)
12037
0
        return;
12038
12039
    // Apply result from previous navigation init request (will typically select the first item, unless SetItemDefaultFocus() has been called)
12040
    // FIXME-NAV: On _NavFlattened windows, g.NavWindow will only be updated during subsequent frame. Not a problem currently.
12041
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: ApplyResult: NavID 0x%08X in Layer %d Window \"%s\"\n", g.NavInitResultId, g.NavLayer, g.NavWindow->Name);
12042
0
    SetNavID(g.NavInitResultId, g.NavLayer, 0, g.NavInitResultRectRel);
12043
0
    g.NavIdIsAlive = true; // Mark as alive from previous frame as we got a result
12044
0
    if (g.NavInitRequestFromMove)
12045
0
        NavRestoreHighlightAfterMove();
12046
0
}
12047
12048
// Bias scoring rect ahead of scoring + update preferred pos (if missing) using source position
12049
static void NavBiasScoringRect(ImRect& r, ImVec2& preferred_pos_rel, ImGuiDir move_dir, ImGuiNavMoveFlags move_flags)
12050
0
{
12051
    // Bias initial rect
12052
0
    ImGuiContext& g = *GImGui;
12053
0
    const ImVec2 rel_to_abs_offset = g.NavWindow->DC.CursorStartPos;
12054
12055
    // Initialize bias on departure if we don't have any. So mouse-click + arrow will record bias.
12056
    // - We default to L/U bias, so moving down from a large source item into several columns will land on left-most column.
12057
    // - But each successful move sets new bias on one axis, only cleared when using mouse.
12058
0
    if ((move_flags & ImGuiNavMoveFlags_Forwarded) == 0)
12059
0
    {
12060
0
        if (preferred_pos_rel.x == FLT_MAX)
12061
0
            preferred_pos_rel.x = ImMin(r.Min.x + 1.0f, r.Max.x) - rel_to_abs_offset.x;
12062
0
        if (preferred_pos_rel.y == FLT_MAX)
12063
0
            preferred_pos_rel.y = r.GetCenter().y - rel_to_abs_offset.y;
12064
0
    }
12065
12066
    // Apply general bias on the other axis
12067
0
    if ((move_dir == ImGuiDir_Up || move_dir == ImGuiDir_Down) && preferred_pos_rel.x != FLT_MAX)
12068
0
        r.Min.x = r.Max.x = preferred_pos_rel.x + rel_to_abs_offset.x;
12069
0
    else if ((move_dir == ImGuiDir_Left || move_dir == ImGuiDir_Right) && preferred_pos_rel.y != FLT_MAX)
12070
0
        r.Min.y = r.Max.y = preferred_pos_rel.y + rel_to_abs_offset.y;
12071
0
}
12072
12073
void ImGui::NavUpdateCreateMoveRequest()
12074
0
{
12075
0
    ImGuiContext& g = *GImGui;
12076
0
    ImGuiIO& io = g.IO;
12077
0
    ImGuiWindow* window = g.NavWindow;
12078
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12079
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12080
12081
0
    if (g.NavMoveForwardToNextFrame && window != NULL)
12082
0
    {
12083
        // Forwarding previous request (which has been modified, e.g. wrap around menus rewrite the requests with a starting rectangle at the other side of the window)
12084
        // (preserve most state, which were already set by the NavMoveRequestForward() function)
12085
0
        IM_ASSERT(g.NavMoveDir != ImGuiDir_None && g.NavMoveClipDir != ImGuiDir_None);
12086
0
        IM_ASSERT(g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded);
12087
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequestForward %d\n", g.NavMoveDir);
12088
0
    }
12089
0
    else
12090
0
    {
12091
        // Initiate directional inputs request
12092
0
        g.NavMoveDir = ImGuiDir_None;
12093
0
        g.NavMoveFlags = ImGuiNavMoveFlags_None;
12094
0
        g.NavMoveScrollFlags = ImGuiScrollFlags_None;
12095
0
        if (window && !g.NavWindowingTarget && !(window->Flags & ImGuiWindowFlags_NoNavInputs))
12096
0
        {
12097
0
            const ImGuiInputFlags repeat_mode = ImGuiInputFlags_Repeat | (ImGuiInputFlags)ImGuiInputFlags_RepeatRateNavMove;
12098
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Left)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadLeft,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_LeftArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Left; }
12099
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Right) && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadRight, ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_RightArrow, ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Right; }
12100
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Up)    && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadUp,    ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_UpArrow,    ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Up; }
12101
0
            if (!IsActiveIdUsingNavDir(ImGuiDir_Down)  && ((nav_gamepad_active && IsKeyPressed(ImGuiKey_GamepadDpadDown,  ImGuiKeyOwner_None, repeat_mode)) || (nav_keyboard_active && IsKeyPressed(ImGuiKey_DownArrow,  ImGuiKeyOwner_None, repeat_mode)))) { g.NavMoveDir = ImGuiDir_Down; }
12102
0
        }
12103
0
        g.NavMoveClipDir = g.NavMoveDir;
12104
0
        g.NavScoringNoClipRect = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX);
12105
0
    }
12106
12107
    // Update PageUp/PageDown/Home/End scroll
12108
    // FIXME-NAV: Consider enabling those keys even without the master ImGuiConfigFlags_NavEnableKeyboard flag?
12109
0
    float scoring_rect_offset_y = 0.0f;
12110
0
    if (window && g.NavMoveDir == ImGuiDir_None && nav_keyboard_active)
12111
0
        scoring_rect_offset_y = NavUpdatePageUpPageDown();
12112
0
    if (scoring_rect_offset_y != 0.0f)
12113
0
    {
12114
0
        g.NavScoringNoClipRect = window->InnerRect;
12115
0
        g.NavScoringNoClipRect.TranslateY(scoring_rect_offset_y);
12116
0
    }
12117
12118
    // [DEBUG] Always send a request when holding CTRL. Hold CTRL + Arrow change the direction.
12119
#if IMGUI_DEBUG_NAV_SCORING
12120
    //if (io.KeyCtrl && IsKeyPressed(ImGuiKey_C))
12121
    //    g.NavMoveDirForDebug = (ImGuiDir)((g.NavMoveDirForDebug + 1) & 3);
12122
    if (io.KeyCtrl)
12123
    {
12124
        if (g.NavMoveDir == ImGuiDir_None)
12125
            g.NavMoveDir = g.NavMoveDirForDebug;
12126
        g.NavMoveClipDir = g.NavMoveDir;
12127
        g.NavMoveFlags |= ImGuiNavMoveFlags_DebugNoResult;
12128
    }
12129
#endif
12130
12131
    // Submit
12132
0
    g.NavMoveForwardToNextFrame = false;
12133
0
    if (g.NavMoveDir != ImGuiDir_None)
12134
0
        NavMoveRequestSubmit(g.NavMoveDir, g.NavMoveClipDir, g.NavMoveFlags, g.NavMoveScrollFlags);
12135
12136
    // Moving with no reference triggers an init request (will be used as a fallback if the direction fails to find a match)
12137
0
    if (g.NavMoveSubmitted && g.NavId == 0)
12138
0
    {
12139
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavInitRequest: from move, window \"%s\", layer=%d\n", window ? window->Name : "<NULL>", g.NavLayer);
12140
0
        g.NavInitRequest = g.NavInitRequestFromMove = true;
12141
0
        g.NavInitResultId = 0;
12142
0
        g.NavDisableHighlight = false;
12143
0
    }
12144
12145
    // When using gamepad, we project the reference nav bounding box into window visible area.
12146
    // This is to allow resuming navigation inside the visible area after doing a large amount of scrolling,
12147
    // since with gamepad all movements are relative (can't focus a visible object like we can with the mouse).
12148
0
    if (g.NavMoveSubmitted && g.NavInputSource == ImGuiInputSource_Gamepad && g.NavLayer == ImGuiNavLayer_Main && window != NULL)// && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded))
12149
0
    {
12150
0
        bool clamp_x = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopX | ImGuiNavMoveFlags_WrapX)) == 0;
12151
0
        bool clamp_y = (g.NavMoveFlags & (ImGuiNavMoveFlags_LoopY | ImGuiNavMoveFlags_WrapY)) == 0;
12152
0
        ImRect inner_rect_rel = WindowRectAbsToRel(window, ImRect(window->InnerRect.Min - ImVec2(1, 1), window->InnerRect.Max + ImVec2(1, 1)));
12153
12154
        // Take account of changing scroll to handle triggering a new move request on a scrolling frame. (#6171)
12155
        // Otherwise 'inner_rect_rel' would be off on the move result frame.
12156
0
        inner_rect_rel.Translate(CalcNextScrollFromScrollTargetAndClamp(window) - window->Scroll);
12157
12158
0
        if ((clamp_x || clamp_y) && !inner_rect_rel.Contains(window->NavRectRel[g.NavLayer]))
12159
0
        {
12160
0
            IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: clamp NavRectRel for gamepad move\n");
12161
0
            float pad_x = ImMin(inner_rect_rel.GetWidth(), window->CalcFontSize() * 0.5f);
12162
0
            float pad_y = ImMin(inner_rect_rel.GetHeight(), window->CalcFontSize() * 0.5f); // Terrible approximation for the intent of starting navigation from first fully visible item
12163
0
            inner_rect_rel.Min.x = clamp_x ? (inner_rect_rel.Min.x + pad_x) : -FLT_MAX;
12164
0
            inner_rect_rel.Max.x = clamp_x ? (inner_rect_rel.Max.x - pad_x) : +FLT_MAX;
12165
0
            inner_rect_rel.Min.y = clamp_y ? (inner_rect_rel.Min.y + pad_y) : -FLT_MAX;
12166
0
            inner_rect_rel.Max.y = clamp_y ? (inner_rect_rel.Max.y - pad_y) : +FLT_MAX;
12167
0
            window->NavRectRel[g.NavLayer].ClipWithFull(inner_rect_rel);
12168
0
            g.NavId = 0;
12169
0
        }
12170
0
    }
12171
12172
    // For scoring we use a single segment on the left side our current item bounding box (not touching the edge to avoid box overlap with zero-spaced items)
12173
0
    ImRect scoring_rect;
12174
0
    if (window != NULL)
12175
0
    {
12176
0
        ImRect nav_rect_rel = !window->NavRectRel[g.NavLayer].IsInverted() ? window->NavRectRel[g.NavLayer] : ImRect(0, 0, 0, 0);
12177
0
        scoring_rect = WindowRectRelToAbs(window, nav_rect_rel);
12178
0
        scoring_rect.TranslateY(scoring_rect_offset_y);
12179
0
        if (g.NavMoveSubmitted)
12180
0
            NavBiasScoringRect(scoring_rect, window->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer], g.NavMoveDir, g.NavMoveFlags);
12181
0
        IM_ASSERT(!scoring_rect.IsInverted()); // Ensure if we have a finite, non-inverted bounding box here will allow us to remove extraneous ImFabs() calls in NavScoreItem().
12182
        //GetForegroundDrawList()->AddRect(scoring_rect.Min, scoring_rect.Max, IM_COL32(255,200,0,255)); // [DEBUG]
12183
        //if (!g.NavScoringNoClipRect.IsInverted()) { GetForegroundDrawList()->AddRect(g.NavScoringNoClipRect.Min, g.NavScoringNoClipRect.Max, IM_COL32(255, 200, 0, 255)); } // [DEBUG]
12184
0
    }
12185
0
    g.NavScoringRect = scoring_rect;
12186
0
    g.NavScoringNoClipRect.Add(scoring_rect);
12187
0
}
12188
12189
void ImGui::NavUpdateCreateTabbingRequest()
12190
0
{
12191
0
    ImGuiContext& g = *GImGui;
12192
0
    ImGuiWindow* window = g.NavWindow;
12193
0
    IM_ASSERT(g.NavMoveDir == ImGuiDir_None);
12194
0
    if (window == NULL || g.NavWindowingTarget != NULL || (window->Flags & ImGuiWindowFlags_NoNavInputs))
12195
0
        return;
12196
12197
0
    const bool tab_pressed = IsKeyPressed(ImGuiKey_Tab, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat) && !g.IO.KeyCtrl && !g.IO.KeyAlt;
12198
0
    if (!tab_pressed)
12199
0
        return;
12200
12201
    // Initiate tabbing request
12202
    // (this is ALWAYS ENABLED, regardless of ImGuiConfigFlags_NavEnableKeyboard flag!)
12203
    // Initially this was designed to use counters and modulo arithmetic, but that could not work with unsubmitted items (list clipper). Instead we use a strategy close to other move requests.
12204
    // See NavProcessItemForTabbingRequest() for a description of the various forward/backward tabbing cases with and without wrapping.
12205
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12206
0
    if (nav_keyboard_active)
12207
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.NavDisableHighlight == true && g.ActiveId == 0) ? 0 : +1;
12208
0
    else
12209
0
        g.NavTabbingDir = g.IO.KeyShift ? -1 : (g.ActiveId == 0) ? 0 : +1;
12210
0
    ImGuiScrollFlags scroll_flags = window->Appearing ? ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_AlwaysCenterY : ImGuiScrollFlags_KeepVisibleEdgeX | ImGuiScrollFlags_KeepVisibleEdgeY;
12211
0
    ImGuiDir clip_dir = (g.NavTabbingDir < 0) ? ImGuiDir_Up : ImGuiDir_Down;
12212
0
    NavMoveRequestSubmit(ImGuiDir_None, clip_dir, ImGuiNavMoveFlags_Tabbing, scroll_flags); // FIXME-NAV: Once we refactor tabbing, add LegacyApi flag to not activate non-inputable.
12213
0
    g.NavTabbingCounter = -1;
12214
0
}
12215
12216
// Apply result from previous frame navigation directional move request. Always called from NavUpdate()
12217
void ImGui::NavMoveRequestApplyResult()
12218
0
{
12219
0
    ImGuiContext& g = *GImGui;
12220
#if IMGUI_DEBUG_NAV_SCORING
12221
    if (g.NavMoveFlags & ImGuiNavMoveFlags_DebugNoResult) // [DEBUG] Scoring all items in NavWindow at all times
12222
        return;
12223
#endif
12224
12225
    // Select which result to use
12226
0
    ImGuiNavItemData* result = (g.NavMoveResultLocal.ID != 0) ? &g.NavMoveResultLocal : (g.NavMoveResultOther.ID != 0) ? &g.NavMoveResultOther : NULL;
12227
12228
    // Tabbing forward wrap
12229
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && result == NULL)
12230
0
        if ((g.NavTabbingCounter == 1 || g.NavTabbingDir == 0) && g.NavTabbingResultFirst.ID)
12231
0
            result = &g.NavTabbingResultFirst;
12232
12233
    // In a situation when there are no results but NavId != 0, re-enable the Navigation highlight (because g.NavId is not considered as a possible result)
12234
0
    const ImGuiAxis axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12235
0
    if (result == NULL)
12236
0
    {
12237
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing)
12238
0
            g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
12239
0
        if (g.NavId != 0 && (g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
12240
0
            NavRestoreHighlightAfterMove();
12241
0
        NavClearPreferredPosForAxis(axis); // On a failed move, clear preferred pos for this axis.
12242
0
        IMGUI_DEBUG_LOG_NAV("[nav] NavMoveSubmitted but not led to a result!\n");
12243
0
        return;
12244
0
    }
12245
12246
    // PageUp/PageDown behavior first jumps to the bottom/top mostly visible item, _otherwise_ use the result from the previous/next page.
12247
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_AlsoScoreVisibleSet)
12248
0
        if (g.NavMoveResultLocalVisible.ID != 0 && g.NavMoveResultLocalVisible.ID != g.NavId)
12249
0
            result = &g.NavMoveResultLocalVisible;
12250
12251
    // Maybe entering a flattened child from the outside? In this case solve the tie using the regular scoring rules.
12252
0
    if (result != &g.NavMoveResultOther && g.NavMoveResultOther.ID != 0 && g.NavMoveResultOther.Window->ParentWindow == g.NavWindow)
12253
0
        if ((g.NavMoveResultOther.DistBox < result->DistBox) || (g.NavMoveResultOther.DistBox == result->DistBox && g.NavMoveResultOther.DistCenter < result->DistCenter))
12254
0
            result = &g.NavMoveResultOther;
12255
0
    IM_ASSERT(g.NavWindow && result->Window);
12256
12257
    // Scroll to keep newly navigated item fully into view.
12258
0
    if (g.NavLayer == ImGuiNavLayer_Main)
12259
0
    {
12260
0
        ImRect rect_abs = WindowRectRelToAbs(result->Window, result->RectRel);
12261
0
        ScrollToRectEx(result->Window, rect_abs, g.NavMoveScrollFlags);
12262
12263
0
        if (g.NavMoveFlags & ImGuiNavMoveFlags_ScrollToEdgeY)
12264
0
        {
12265
            // FIXME: Should remove this? Or make more precise: use ScrollToRectEx() with edge?
12266
0
            float scroll_target = (g.NavMoveDir == ImGuiDir_Up) ? result->Window->ScrollMax.y : 0.0f;
12267
0
            SetScrollY(result->Window, scroll_target);
12268
0
        }
12269
0
    }
12270
12271
0
    if (g.NavWindow != result->Window)
12272
0
    {
12273
0
        IMGUI_DEBUG_LOG_FOCUS("[focus] NavMoveRequest: SetNavWindow(\"%s\")\n", result->Window->Name);
12274
0
        g.NavWindow = result->Window;
12275
0
    }
12276
0
    if (g.ActiveId != result->ID)
12277
0
        ClearActiveID();
12278
0
    if (g.NavId != result->ID)
12279
0
    {
12280
        // Don't set NavJustMovedToId if just landed on the same spot (which may happen with ImGuiNavMoveFlags_AllowCurrentNavId)
12281
0
        g.NavJustMovedToId = result->ID;
12282
0
        g.NavJustMovedToFocusScopeId = result->FocusScopeId;
12283
0
        g.NavJustMovedToKeyMods = g.NavMoveKeyMods;
12284
0
    }
12285
12286
    // Apply new NavID/Focus
12287
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavMoveRequest: result NavID 0x%08X in Layer %d Window \"%s\"\n", result->ID, g.NavLayer, g.NavWindow->Name);
12288
0
    ImVec2 preferred_scoring_pos_rel = g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer];
12289
0
    SetNavID(result->ID, g.NavLayer, result->FocusScopeId, result->RectRel);
12290
12291
    // Restore last preferred position for current axis
12292
    // (storing in RootWindowForNav-> as the info is desirable at the beginning of a Move Request. In theory all storage should use RootWindowForNav..)
12293
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) == 0)
12294
0
    {
12295
0
        preferred_scoring_pos_rel[axis] = result->RectRel.GetCenter()[axis];
12296
0
        g.NavWindow->RootWindowForNav->NavPreferredScoringPosRel[g.NavLayer] = preferred_scoring_pos_rel;
12297
0
    }
12298
12299
    // Tabbing: Activates Inputable or Focus non-Inputable
12300
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_Tabbing) && (result->InFlags & ImGuiItemFlags_Inputable))
12301
0
    {
12302
0
        g.NavNextActivateId = result->ID;
12303
0
        g.NavNextActivateFlags = ImGuiActivateFlags_PreferInput | ImGuiActivateFlags_TryToPreserveState;
12304
0
        g.NavMoveFlags |= ImGuiNavMoveFlags_DontSetNavHighlight;
12305
0
    }
12306
12307
    // Activate
12308
0
    if (g.NavMoveFlags & ImGuiNavMoveFlags_Activate)
12309
0
    {
12310
0
        g.NavNextActivateId = result->ID;
12311
0
        g.NavNextActivateFlags = ImGuiActivateFlags_None;
12312
0
    }
12313
12314
    // Enable nav highlight
12315
0
    if ((g.NavMoveFlags & ImGuiNavMoveFlags_DontSetNavHighlight) == 0)
12316
0
        NavRestoreHighlightAfterMove();
12317
0
}
12318
12319
// Process NavCancel input (to close a popup, get back to parent, clear focus)
12320
// FIXME: In order to support e.g. Escape to clear a selection we'll need:
12321
// - either to store the equivalent of ActiveIdUsingKeyInputMask for a FocusScope and test for it.
12322
// - either to move most/all of those tests to the epilogue/end functions of the scope they are dealing with (e.g. exit child window in EndChild()) or in EndFrame(), to allow an earlier intercept
12323
static void ImGui::NavUpdateCancelRequest()
12324
0
{
12325
0
    ImGuiContext& g = *GImGui;
12326
0
    const bool nav_gamepad_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (g.IO.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12327
0
    const bool nav_keyboard_active = (g.IO.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12328
0
    if (!(nav_keyboard_active && IsKeyPressed(ImGuiKey_Escape, ImGuiKeyOwner_None)) && !(nav_gamepad_active && IsKeyPressed(ImGuiKey_NavGamepadCancel, ImGuiKeyOwner_None)))
12329
0
        return;
12330
12331
0
    IMGUI_DEBUG_LOG_NAV("[nav] NavUpdateCancelRequest()\n");
12332
0
    if (g.ActiveId != 0)
12333
0
    {
12334
0
        ClearActiveID();
12335
0
    }
12336
0
    else if (g.NavLayer != ImGuiNavLayer_Main)
12337
0
    {
12338
        // Leave the "menu" layer
12339
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12340
0
        NavRestoreHighlightAfterMove();
12341
0
    }
12342
0
    else if (g.NavWindow && g.NavWindow != g.NavWindow->RootWindow && !(g.NavWindow->Flags & ImGuiWindowFlags_Popup) && g.NavWindow->ParentWindow)
12343
0
    {
12344
        // Exit child window
12345
0
        ImGuiWindow* child_window = g.NavWindow;
12346
0
        ImGuiWindow* parent_window = g.NavWindow->ParentWindow;
12347
0
        IM_ASSERT(child_window->ChildId != 0);
12348
0
        ImRect child_rect = child_window->Rect();
12349
0
        FocusWindow(parent_window);
12350
0
        SetNavID(child_window->ChildId, ImGuiNavLayer_Main, 0, WindowRectAbsToRel(parent_window, child_rect));
12351
0
        NavRestoreHighlightAfterMove();
12352
0
    }
12353
0
    else if (g.OpenPopupStack.Size > 0 && g.OpenPopupStack.back().Window != NULL && !(g.OpenPopupStack.back().Window->Flags & ImGuiWindowFlags_Modal))
12354
0
    {
12355
        // Close open popup/menu
12356
0
        ClosePopupToLevel(g.OpenPopupStack.Size - 1, true);
12357
0
    }
12358
0
    else
12359
0
    {
12360
        // Clear NavLastId for popups but keep it for regular child window so we can leave one and come back where we were
12361
0
        if (g.NavWindow && ((g.NavWindow->Flags & ImGuiWindowFlags_Popup) || !(g.NavWindow->Flags & ImGuiWindowFlags_ChildWindow)))
12362
0
            g.NavWindow->NavLastIds[0] = 0;
12363
0
        g.NavId = 0;
12364
0
    }
12365
0
}
12366
12367
// Handle PageUp/PageDown/Home/End keys
12368
// Called from NavUpdateCreateMoveRequest() which will use our output to create a move request
12369
// FIXME-NAV: This doesn't work properly with NavFlattened siblings as we use NavWindow rectangle for reference
12370
// FIXME-NAV: how to get Home/End to aim at the beginning/end of a 2D grid?
12371
static float ImGui::NavUpdatePageUpPageDown()
12372
0
{
12373
0
    ImGuiContext& g = *GImGui;
12374
0
    ImGuiWindow* window = g.NavWindow;
12375
0
    if ((window->Flags & ImGuiWindowFlags_NoNavInputs) || g.NavWindowingTarget != NULL)
12376
0
        return 0.0f;
12377
12378
0
    const bool page_up_held = IsKeyDown(ImGuiKey_PageUp, ImGuiKeyOwner_None);
12379
0
    const bool page_down_held = IsKeyDown(ImGuiKey_PageDown, ImGuiKeyOwner_None);
12380
0
    const bool home_pressed = IsKeyPressed(ImGuiKey_Home, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12381
0
    const bool end_pressed = IsKeyPressed(ImGuiKey_End, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat);
12382
0
    if (page_up_held == page_down_held && home_pressed == end_pressed) // Proceed if either (not both) are pressed, otherwise early out
12383
0
        return 0.0f;
12384
12385
0
    if (g.NavLayer != ImGuiNavLayer_Main)
12386
0
        NavRestoreLayer(ImGuiNavLayer_Main);
12387
12388
0
    if (window->DC.NavLayersActiveMask == 0x00 && window->DC.NavWindowHasScrollY)
12389
0
    {
12390
        // Fallback manual-scroll when window has no navigable item
12391
0
        if (IsKeyPressed(ImGuiKey_PageUp, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12392
0
            SetScrollY(window, window->Scroll.y - window->InnerRect.GetHeight());
12393
0
        else if (IsKeyPressed(ImGuiKey_PageDown, ImGuiKeyOwner_None, ImGuiInputFlags_Repeat))
12394
0
            SetScrollY(window, window->Scroll.y + window->InnerRect.GetHeight());
12395
0
        else if (home_pressed)
12396
0
            SetScrollY(window, 0.0f);
12397
0
        else if (end_pressed)
12398
0
            SetScrollY(window, window->ScrollMax.y);
12399
0
    }
12400
0
    else
12401
0
    {
12402
0
        ImRect& nav_rect_rel = window->NavRectRel[g.NavLayer];
12403
0
        const float page_offset_y = ImMax(0.0f, window->InnerRect.GetHeight() - window->CalcFontSize() * 1.0f + nav_rect_rel.GetHeight());
12404
0
        float nav_scoring_rect_offset_y = 0.0f;
12405
0
        if (IsKeyPressed(ImGuiKey_PageUp, true))
12406
0
        {
12407
0
            nav_scoring_rect_offset_y = -page_offset_y;
12408
0
            g.NavMoveDir = ImGuiDir_Down; // Because our scoring rect is offset up, we request the down direction (so we can always land on the last item)
12409
0
            g.NavMoveClipDir = ImGuiDir_Up;
12410
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12411
0
        }
12412
0
        else if (IsKeyPressed(ImGuiKey_PageDown, true))
12413
0
        {
12414
0
            nav_scoring_rect_offset_y = +page_offset_y;
12415
0
            g.NavMoveDir = ImGuiDir_Up; // Because our scoring rect is offset down, we request the up direction (so we can always land on the last item)
12416
0
            g.NavMoveClipDir = ImGuiDir_Down;
12417
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_AlsoScoreVisibleSet;
12418
0
        }
12419
0
        else if (home_pressed)
12420
0
        {
12421
            // FIXME-NAV: handling of Home/End is assuming that the top/bottom most item will be visible with Scroll.y == 0/ScrollMax.y
12422
            // Scrolling will be handled via the ImGuiNavMoveFlags_ScrollToEdgeY flag, we don't scroll immediately to avoid scrolling happening before nav result.
12423
            // Preserve current horizontal position if we have any.
12424
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = 0.0f;
12425
0
            if (nav_rect_rel.IsInverted())
12426
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12427
0
            g.NavMoveDir = ImGuiDir_Down;
12428
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12429
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12430
0
        }
12431
0
        else if (end_pressed)
12432
0
        {
12433
0
            nav_rect_rel.Min.y = nav_rect_rel.Max.y = window->ContentSize.y;
12434
0
            if (nav_rect_rel.IsInverted())
12435
0
                nav_rect_rel.Min.x = nav_rect_rel.Max.x = 0.0f;
12436
0
            g.NavMoveDir = ImGuiDir_Up;
12437
0
            g.NavMoveFlags = ImGuiNavMoveFlags_AllowCurrentNavId | ImGuiNavMoveFlags_ScrollToEdgeY;
12438
            // FIXME-NAV: MoveClipDir left to _None, intentional?
12439
0
        }
12440
0
        return nav_scoring_rect_offset_y;
12441
0
    }
12442
0
    return 0.0f;
12443
0
}
12444
12445
static void ImGui::NavEndFrame()
12446
0
{
12447
0
    ImGuiContext& g = *GImGui;
12448
12449
    // Show CTRL+TAB list window
12450
0
    if (g.NavWindowingTarget != NULL)
12451
0
        NavUpdateWindowingOverlay();
12452
12453
    // Perform wrap-around in menus
12454
    // FIXME-NAV: Wrap may need to apply a weight bias on the other axis. e.g. 4x4 grid with 2 last items missing on last item won't handle LoopY/WrapY correctly.
12455
    // FIXME-NAV: Wrap (not Loop) support could be handled by the scoring function and then WrapX would function without an extra frame.
12456
0
    if (g.NavWindow && NavMoveRequestButNoResultYet() && (g.NavMoveFlags & ImGuiNavMoveFlags_WrapMask_) && (g.NavMoveFlags & ImGuiNavMoveFlags_Forwarded) == 0)
12457
0
        NavUpdateCreateWrappingRequest();
12458
0
}
12459
12460
static void ImGui::NavUpdateCreateWrappingRequest()
12461
0
{
12462
0
    ImGuiContext& g = *GImGui;
12463
0
    ImGuiWindow* window = g.NavWindow;
12464
12465
0
    bool do_forward = false;
12466
0
    ImRect bb_rel = window->NavRectRel[g.NavLayer];
12467
0
    ImGuiDir clip_dir = g.NavMoveDir;
12468
12469
0
    const ImGuiNavMoveFlags move_flags = g.NavMoveFlags;
12470
    //const ImGuiAxis move_axis = (g.NavMoveDir == ImGuiDir_Up || g.NavMoveDir == ImGuiDir_Down) ? ImGuiAxis_Y : ImGuiAxis_X;
12471
0
    if (g.NavMoveDir == ImGuiDir_Left && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12472
0
    {
12473
0
        bb_rel.Min.x = bb_rel.Max.x = window->ContentSize.x + window->WindowPadding.x;
12474
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12475
0
        {
12476
0
            bb_rel.TranslateY(-bb_rel.GetHeight()); // Previous row
12477
0
            clip_dir = ImGuiDir_Up;
12478
0
        }
12479
0
        do_forward = true;
12480
0
    }
12481
0
    if (g.NavMoveDir == ImGuiDir_Right && (move_flags & (ImGuiNavMoveFlags_WrapX | ImGuiNavMoveFlags_LoopX)))
12482
0
    {
12483
0
        bb_rel.Min.x = bb_rel.Max.x = -window->WindowPadding.x;
12484
0
        if (move_flags & ImGuiNavMoveFlags_WrapX)
12485
0
        {
12486
0
            bb_rel.TranslateY(+bb_rel.GetHeight()); // Next row
12487
0
            clip_dir = ImGuiDir_Down;
12488
0
        }
12489
0
        do_forward = true;
12490
0
    }
12491
0
    if (g.NavMoveDir == ImGuiDir_Up && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12492
0
    {
12493
0
        bb_rel.Min.y = bb_rel.Max.y = window->ContentSize.y + window->WindowPadding.y;
12494
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12495
0
        {
12496
0
            bb_rel.TranslateX(-bb_rel.GetWidth()); // Previous column
12497
0
            clip_dir = ImGuiDir_Left;
12498
0
        }
12499
0
        do_forward = true;
12500
0
    }
12501
0
    if (g.NavMoveDir == ImGuiDir_Down && (move_flags & (ImGuiNavMoveFlags_WrapY | ImGuiNavMoveFlags_LoopY)))
12502
0
    {
12503
0
        bb_rel.Min.y = bb_rel.Max.y = -window->WindowPadding.y;
12504
0
        if (move_flags & ImGuiNavMoveFlags_WrapY)
12505
0
        {
12506
0
            bb_rel.TranslateX(+bb_rel.GetWidth()); // Next column
12507
0
            clip_dir = ImGuiDir_Right;
12508
0
        }
12509
0
        do_forward = true;
12510
0
    }
12511
0
    if (!do_forward)
12512
0
        return;
12513
0
    window->NavRectRel[g.NavLayer] = bb_rel;
12514
0
    NavClearPreferredPosForAxis(ImGuiAxis_X);
12515
0
    NavClearPreferredPosForAxis(ImGuiAxis_Y);
12516
0
    NavMoveRequestForward(g.NavMoveDir, clip_dir, move_flags, g.NavMoveScrollFlags);
12517
0
}
12518
12519
static int ImGui::FindWindowFocusIndex(ImGuiWindow* window)
12520
0
{
12521
0
    ImGuiContext& g = *GImGui;
12522
0
    IM_UNUSED(g);
12523
0
    int order = window->FocusOrder;
12524
0
    IM_ASSERT(window->RootWindow == window); // No child window (not testing _ChildWindow because of docking)
12525
0
    IM_ASSERT(g.WindowsFocusOrder[order] == window);
12526
0
    return order;
12527
0
}
12528
12529
static ImGuiWindow* FindWindowNavFocusable(int i_start, int i_stop, int dir) // FIXME-OPT O(N)
12530
0
{
12531
0
    ImGuiContext& g = *GImGui;
12532
0
    for (int i = i_start; i >= 0 && i < g.WindowsFocusOrder.Size && i != i_stop; i += dir)
12533
0
        if (ImGui::IsWindowNavFocusable(g.WindowsFocusOrder[i]))
12534
0
            return g.WindowsFocusOrder[i];
12535
0
    return NULL;
12536
0
}
12537
12538
static void NavUpdateWindowingHighlightWindow(int focus_change_dir)
12539
0
{
12540
0
    ImGuiContext& g = *GImGui;
12541
0
    IM_ASSERT(g.NavWindowingTarget);
12542
0
    if (g.NavWindowingTarget->Flags & ImGuiWindowFlags_Modal)
12543
0
        return;
12544
12545
0
    const int i_current = ImGui::FindWindowFocusIndex(g.NavWindowingTarget);
12546
0
    ImGuiWindow* window_target = FindWindowNavFocusable(i_current + focus_change_dir, -INT_MAX, focus_change_dir);
12547
0
    if (!window_target)
12548
0
        window_target = FindWindowNavFocusable((focus_change_dir < 0) ? (g.WindowsFocusOrder.Size - 1) : 0, i_current, focus_change_dir);
12549
0
    if (window_target) // Don't reset windowing target if there's a single window in the list
12550
0
    {
12551
0
        g.NavWindowingTarget = g.NavWindowingTargetAnim = window_target;
12552
0
        g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12553
0
    }
12554
0
    g.NavWindowingToggleLayer = false;
12555
0
}
12556
12557
// Windowing management mode
12558
// Keyboard: CTRL+Tab (change focus/move/resize), Alt (toggle menu layer)
12559
// Gamepad:  Hold Menu/Square (change focus/move/resize), Tap Menu/Square (toggle menu layer)
12560
static void ImGui::NavUpdateWindowing()
12561
0
{
12562
0
    ImGuiContext& g = *GImGui;
12563
0
    ImGuiIO& io = g.IO;
12564
12565
0
    ImGuiWindow* apply_focus_window = NULL;
12566
0
    bool apply_toggle_layer = false;
12567
12568
0
    ImGuiWindow* modal_window = GetTopMostPopupModal();
12569
0
    bool allow_windowing = (modal_window == NULL); // FIXME: This prevent CTRL+TAB from being usable with windows that are inside the Begin-stack of that modal.
12570
0
    if (!allow_windowing)
12571
0
        g.NavWindowingTarget = NULL;
12572
12573
    // Fade out
12574
0
    if (g.NavWindowingTargetAnim && g.NavWindowingTarget == NULL)
12575
0
    {
12576
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha - io.DeltaTime * 10.0f, 0.0f);
12577
0
        if (g.DimBgRatio <= 0.0f && g.NavWindowingHighlightAlpha <= 0.0f)
12578
0
            g.NavWindowingTargetAnim = NULL;
12579
0
    }
12580
12581
    // Start CTRL+Tab or Square+L/R window selection
12582
0
    const ImGuiID owner_id = ImHashStr("###NavUpdateWindowing");
12583
0
    const bool nav_gamepad_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) != 0 && (io.BackendFlags & ImGuiBackendFlags_HasGamepad) != 0;
12584
0
    const bool nav_keyboard_active = (io.ConfigFlags & ImGuiConfigFlags_NavEnableKeyboard) != 0;
12585
0
    const bool keyboard_next_window = allow_windowing && g.ConfigNavWindowingKeyNext && Shortcut(g.ConfigNavWindowingKeyNext, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12586
0
    const bool keyboard_prev_window = allow_windowing && g.ConfigNavWindowingKeyPrev && Shortcut(g.ConfigNavWindowingKeyPrev, owner_id, ImGuiInputFlags_Repeat | ImGuiInputFlags_RouteAlways);
12587
0
    const bool start_windowing_with_gamepad = allow_windowing && nav_gamepad_active && !g.NavWindowingTarget && IsKeyPressed(ImGuiKey_NavGamepadMenu, 0, ImGuiInputFlags_None);
12588
0
    const bool start_windowing_with_keyboard = allow_windowing && !g.NavWindowingTarget && (keyboard_next_window || keyboard_prev_window); // Note: enabled even without NavEnableKeyboard!
12589
0
    if (start_windowing_with_gamepad || start_windowing_with_keyboard)
12590
0
        if (ImGuiWindow* window = g.NavWindow ? g.NavWindow : FindWindowNavFocusable(g.WindowsFocusOrder.Size - 1, -INT_MAX, -1))
12591
0
        {
12592
0
            g.NavWindowingTarget = g.NavWindowingTargetAnim = window->RootWindow;
12593
0
            g.NavWindowingTimer = g.NavWindowingHighlightAlpha = 0.0f;
12594
0
            g.NavWindowingAccumDeltaPos = g.NavWindowingAccumDeltaSize = ImVec2(0.0f, 0.0f);
12595
0
            g.NavWindowingToggleLayer = start_windowing_with_gamepad ? true : false; // Gamepad starts toggling layer
12596
0
            g.NavInputSource = start_windowing_with_keyboard ? ImGuiInputSource_Keyboard : ImGuiInputSource_Gamepad;
12597
12598
            // Register ownership of our mods. Using ImGuiInputFlags_RouteGlobalHigh in the Shortcut() calls instead would probably be correct but may have more side-effects.
12599
0
            if (keyboard_next_window || keyboard_prev_window)
12600
0
                SetKeyOwnersForKeyChord((g.ConfigNavWindowingKeyNext | g.ConfigNavWindowingKeyPrev) & ImGuiMod_Mask_, owner_id);
12601
0
        }
12602
12603
    // Gamepad update
12604
0
    g.NavWindowingTimer += io.DeltaTime;
12605
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Gamepad)
12606
0
    {
12607
        // Highlight only appears after a brief time holding the button, so that a fast tap on PadMenu (to toggle NavLayer) doesn't add visual noise
12608
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f));
12609
12610
        // Select window to focus
12611
0
        const int focus_change_dir = (int)IsKeyPressed(ImGuiKey_GamepadL1) - (int)IsKeyPressed(ImGuiKey_GamepadR1);
12612
0
        if (focus_change_dir != 0)
12613
0
        {
12614
0
            NavUpdateWindowingHighlightWindow(focus_change_dir);
12615
0
            g.NavWindowingHighlightAlpha = 1.0f;
12616
0
        }
12617
12618
        // Single press toggles NavLayer, long press with L/R apply actual focus on release (until then the window was merely rendered top-most)
12619
0
        if (!IsKeyDown(ImGuiKey_NavGamepadMenu))
12620
0
        {
12621
0
            g.NavWindowingToggleLayer &= (g.NavWindowingHighlightAlpha < 1.0f); // Once button was held long enough we don't consider it a tap-to-toggle-layer press anymore.
12622
0
            if (g.NavWindowingToggleLayer && g.NavWindow)
12623
0
                apply_toggle_layer = true;
12624
0
            else if (!g.NavWindowingToggleLayer)
12625
0
                apply_focus_window = g.NavWindowingTarget;
12626
0
            g.NavWindowingTarget = NULL;
12627
0
        }
12628
0
    }
12629
12630
    // Keyboard: Focus
12631
0
    if (g.NavWindowingTarget && g.NavInputSource == ImGuiInputSource_Keyboard)
12632
0
    {
12633
        // Visuals only appears after a brief time after pressing TAB the first time, so that a fast CTRL+TAB doesn't add visual noise
12634
0
        ImGuiKeyChord shared_mods = ((g.ConfigNavWindowingKeyNext ? g.ConfigNavWindowingKeyNext : ImGuiMod_Mask_) & (g.ConfigNavWindowingKeyPrev ? g.ConfigNavWindowingKeyPrev : ImGuiMod_Mask_)) & ImGuiMod_Mask_;
12635
0
        IM_ASSERT(shared_mods != 0); // Next/Prev shortcut currently needs a shared modifier to "hold", otherwise Prev actions would keep cycling between two windows.
12636
0
        g.NavWindowingHighlightAlpha = ImMax(g.NavWindowingHighlightAlpha, ImSaturate((g.NavWindowingTimer - NAV_WINDOWING_HIGHLIGHT_DELAY) / 0.05f)); // 1.0f
12637
0
        if (keyboard_next_window || keyboard_prev_window)
12638
0
            NavUpdateWindowingHighlightWindow(keyboard_next_window ? -1 : +1);
12639
0
        else if ((io.KeyMods & shared_mods) != shared_mods)
12640
0
            apply_focus_window = g.NavWindowingTarget;
12641
0
    }
12642
12643
    // Keyboard: Press and Release ALT to toggle menu layer
12644
    // - Testing that only Alt is tested prevents Alt+Shift or AltGR from toggling menu layer.
12645
    // - AltGR is normally Alt+Ctrl but we can't reliably detect it (not all backends/systems/layout emit it as Alt+Ctrl). But even on keyboards without AltGR we don't want Alt+Ctrl to open menu anyway.
12646
0
    if (nav_keyboard_active && IsKeyPressed(ImGuiMod_Alt, ImGuiKeyOwner_None))
12647
0
    {
12648
0
        g.NavWindowingToggleLayer = true;
12649
0
        g.NavInputSource = ImGuiInputSource_Keyboard;
12650
0
    }
12651
0
    if (g.NavWindowingToggleLayer && g.NavInputSource == ImGuiInputSource_Keyboard)
12652
0
    {
12653
        // We cancel toggling nav layer when any text has been typed (generally while holding Alt). (See #370)
12654
        // We cancel toggling nav layer when other modifiers are pressed. (See #4439)
12655
        // We cancel toggling nav layer if an owner has claimed the key.
12656
0
        if (io.InputQueueCharacters.Size > 0 || io.KeyCtrl || io.KeyShift || io.KeySuper || TestKeyOwner(ImGuiMod_Alt, ImGuiKeyOwner_None) == false)
12657
0
            g.NavWindowingToggleLayer = false;
12658
12659
        // Apply layer toggle on release
12660
        // Important: as before version <18314 we lacked an explicit IO event for focus gain/loss, we also compare mouse validity to detect old backends clearing mouse pos on focus loss.
12661
0
        if (IsKeyReleased(ImGuiMod_Alt) && g.NavWindowingToggleLayer)
12662
0
            if (g.ActiveId == 0 || g.ActiveIdAllowOverlap)
12663
0
                if (IsMousePosValid(&io.MousePos) == IsMousePosValid(&io.MousePosPrev))
12664
0
                    apply_toggle_layer = true;
12665
0
        if (!IsKeyDown(ImGuiMod_Alt))
12666
0
            g.NavWindowingToggleLayer = false;
12667
0
    }
12668
12669
    // Move window
12670
0
    if (g.NavWindowingTarget && !(g.NavWindowingTarget->Flags & ImGuiWindowFlags_NoMove))
12671
0
    {
12672
0
        ImVec2 nav_move_dir;
12673
0
        if (g.NavInputSource == ImGuiInputSource_Keyboard && !io.KeyShift)
12674
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_LeftArrow, ImGuiKey_RightArrow, ImGuiKey_UpArrow, ImGuiKey_DownArrow);
12675
0
        if (g.NavInputSource == ImGuiInputSource_Gamepad)
12676
0
            nav_move_dir = GetKeyMagnitude2d(ImGuiKey_GamepadLStickLeft, ImGuiKey_GamepadLStickRight, ImGuiKey_GamepadLStickUp, ImGuiKey_GamepadLStickDown);
12677
0
        if (nav_move_dir.x != 0.0f || nav_move_dir.y != 0.0f)
12678
0
        {
12679
0
            const float NAV_MOVE_SPEED = 800.0f;
12680
0
            const float move_step = NAV_MOVE_SPEED * io.DeltaTime * ImMin(io.DisplayFramebufferScale.x, io.DisplayFramebufferScale.y);
12681
0
            g.NavWindowingAccumDeltaPos += nav_move_dir * move_step;
12682
0
            g.NavDisableMouseHover = true;
12683
0
            ImVec2 accum_floored = ImFloor(g.NavWindowingAccumDeltaPos);
12684
0
            if (accum_floored.x != 0.0f || accum_floored.y != 0.0f)
12685
0
            {
12686
0
                ImGuiWindow* moving_window = g.NavWindowingTarget->RootWindowDockTree;
12687
0
                SetWindowPos(moving_window, moving_window->Pos + accum_floored, ImGuiCond_Always);
12688
0
                g.NavWindowingAccumDeltaPos -= accum_floored;
12689
0
            }
12690
0
        }
12691
0
    }
12692
12693
    // Apply final focus
12694
0
    if (apply_focus_window && (g.NavWindow == NULL || apply_focus_window != g.NavWindow->RootWindow))
12695
0
    {
12696
        // FIXME: Many actions here could be part of a higher-level/reused function. Why aren't they in FocusWindow()
12697
        // Investigate for each of them: ClearActiveID(), NavRestoreHighlightAfterMove(), NavRestoreLastChildNavWindow(), ClosePopupsOverWindow(), NavInitWindow()
12698
0
        ImGuiViewport* previous_viewport = g.NavWindow ? g.NavWindow->Viewport : NULL;
12699
0
        ClearActiveID();
12700
0
        NavRestoreHighlightAfterMove();
12701
0
        ClosePopupsOverWindow(apply_focus_window, false);
12702
0
        FocusWindow(apply_focus_window, ImGuiFocusRequestFlags_RestoreFocusedChild);
12703
0
        apply_focus_window = g.NavWindow;
12704
0
        if (apply_focus_window->NavLastIds[0] == 0)
12705
0
            NavInitWindow(apply_focus_window, false);
12706
12707
        // If the window has ONLY a menu layer (no main layer), select it directly
12708
        // Use NavLayersActiveMaskNext since windows didn't have a chance to be Begin()-ed on this frame,
12709
        // so CTRL+Tab where the keys are only held for 1 frame will be able to use correct layers mask since
12710
        // the target window as already been previewed once.
12711
        // FIXME-NAV: This should be done in NavInit.. or in FocusWindow... However in both of those cases,
12712
        // we won't have a guarantee that windows has been visible before and therefore NavLayersActiveMask*
12713
        // won't be valid.
12714
0
        if (apply_focus_window->DC.NavLayersActiveMaskNext == (1 << ImGuiNavLayer_Menu))
12715
0
            g.NavLayer = ImGuiNavLayer_Menu;
12716
12717
        // Request OS level focus
12718
0
        if (apply_focus_window->Viewport != previous_viewport && g.PlatformIO.Platform_SetWindowFocus)
12719
0
            g.PlatformIO.Platform_SetWindowFocus(apply_focus_window->Viewport);
12720
0
    }
12721
0
    if (apply_focus_window)
12722
0
        g.NavWindowingTarget = NULL;
12723
12724
    // Apply menu/layer toggle
12725
0
    if (apply_toggle_layer && g.NavWindow)
12726
0
    {
12727
0
        ClearActiveID();
12728
12729
        // Move to parent menu if necessary
12730
0
        ImGuiWindow* new_nav_window = g.NavWindow;
12731
0
        while (new_nav_window->ParentWindow
12732
0
            && (new_nav_window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0
12733
0
            && (new_nav_window->Flags & ImGuiWindowFlags_ChildWindow) != 0
12734
0
            && (new_nav_window->Flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_ChildMenu)) == 0)
12735
0
            new_nav_window = new_nav_window->ParentWindow;
12736
0
        if (new_nav_window != g.NavWindow)
12737
0
        {
12738
0
            ImGuiWindow* old_nav_window = g.NavWindow;
12739
0
            FocusWindow(new_nav_window);
12740
0
            new_nav_window->NavLastChildNavWindow = old_nav_window;
12741
0
        }
12742
12743
        // Toggle layer
12744
0
        const ImGuiNavLayer new_nav_layer = (g.NavWindow->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) ? (ImGuiNavLayer)((int)g.NavLayer ^ 1) : ImGuiNavLayer_Main;
12745
0
        if (new_nav_layer != g.NavLayer)
12746
0
        {
12747
            // Reinitialize navigation when entering menu bar with the Alt key (FIXME: could be a properly of the layer?)
12748
0
            const bool preserve_layer_1_nav_id = (new_nav_window->DockNodeAsHost != NULL);
12749
0
            if (new_nav_layer == ImGuiNavLayer_Menu && !preserve_layer_1_nav_id)
12750
0
                g.NavWindow->NavLastIds[new_nav_layer] = 0;
12751
0
            NavRestoreLayer(new_nav_layer);
12752
0
            NavRestoreHighlightAfterMove();
12753
0
        }
12754
0
    }
12755
0
}
12756
12757
// Window has already passed the IsWindowNavFocusable()
12758
static const char* GetFallbackWindowNameForWindowingList(ImGuiWindow* window)
12759
0
{
12760
0
    if (window->Flags & ImGuiWindowFlags_Popup)
12761
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingPopup);
12762
0
    if ((window->Flags & ImGuiWindowFlags_MenuBar) && strcmp(window->Name, "##MainMenuBar") == 0)
12763
0
        return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingMainMenuBar);
12764
0
    if (window->DockNodeAsHost)
12765
0
        return "(Dock node)"; // Not normally shown to user.
12766
0
    return ImGui::LocalizeGetMsg(ImGuiLocKey_WindowingUntitled);
12767
0
}
12768
12769
// Overlay displayed when using CTRL+TAB. Called by EndFrame().
12770
void ImGui::NavUpdateWindowingOverlay()
12771
0
{
12772
0
    ImGuiContext& g = *GImGui;
12773
0
    IM_ASSERT(g.NavWindowingTarget != NULL);
12774
12775
0
    if (g.NavWindowingTimer < NAV_WINDOWING_LIST_APPEAR_DELAY)
12776
0
        return;
12777
12778
0
    if (g.NavWindowingListWindow == NULL)
12779
0
        g.NavWindowingListWindow = FindWindowByName("###NavWindowingList");
12780
0
    const ImGuiViewport* viewport = /*g.NavWindow ? g.NavWindow->Viewport :*/ GetMainViewport();
12781
0
    SetNextWindowSizeConstraints(ImVec2(viewport->Size.x * 0.20f, viewport->Size.y * 0.20f), ImVec2(FLT_MAX, FLT_MAX));
12782
0
    SetNextWindowPos(viewport->GetCenter(), ImGuiCond_Always, ImVec2(0.5f, 0.5f));
12783
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, g.Style.WindowPadding * 2.0f);
12784
0
    Begin("###NavWindowingList", NULL, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoInputs | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings);
12785
0
    for (int n = g.WindowsFocusOrder.Size - 1; n >= 0; n--)
12786
0
    {
12787
0
        ImGuiWindow* window = g.WindowsFocusOrder[n];
12788
0
        IM_ASSERT(window != NULL); // Fix static analyzers
12789
0
        if (!IsWindowNavFocusable(window))
12790
0
            continue;
12791
0
        const char* label = window->Name;
12792
0
        if (label == FindRenderedTextEnd(label))
12793
0
            label = GetFallbackWindowNameForWindowingList(window);
12794
0
        Selectable(label, g.NavWindowingTarget == window);
12795
0
    }
12796
0
    End();
12797
0
    PopStyleVar();
12798
0
}
12799
12800
12801
//-----------------------------------------------------------------------------
12802
// [SECTION] DRAG AND DROP
12803
//-----------------------------------------------------------------------------
12804
12805
bool ImGui::IsDragDropActive()
12806
0
{
12807
0
    ImGuiContext& g = *GImGui;
12808
0
    return g.DragDropActive;
12809
0
}
12810
12811
void ImGui::ClearDragDrop()
12812
0
{
12813
0
    ImGuiContext& g = *GImGui;
12814
0
    g.DragDropActive = false;
12815
0
    g.DragDropPayload.Clear();
12816
0
    g.DragDropAcceptFlags = ImGuiDragDropFlags_None;
12817
0
    g.DragDropAcceptIdCurr = g.DragDropAcceptIdPrev = 0;
12818
0
    g.DragDropAcceptIdCurrRectSurface = FLT_MAX;
12819
0
    g.DragDropAcceptFrameCount = -1;
12820
12821
0
    g.DragDropPayloadBufHeap.clear();
12822
0
    memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12823
0
}
12824
12825
// When this returns true you need to: a) call SetDragDropPayload() exactly once, b) you may render the payload visual/description, c) call EndDragDropSource()
12826
// If the item has an identifier:
12827
// - This assume/require the item to be activated (typically via ButtonBehavior).
12828
// - Therefore if you want to use this with a mouse button other than left mouse button, it is up to the item itself to activate with another button.
12829
// - We then pull and use the mouse button that was used to activate the item and use it to carry on the drag.
12830
// If the item has no identifier:
12831
// - Currently always assume left mouse button.
12832
bool ImGui::BeginDragDropSource(ImGuiDragDropFlags flags)
12833
0
{
12834
0
    ImGuiContext& g = *GImGui;
12835
0
    ImGuiWindow* window = g.CurrentWindow;
12836
12837
    // FIXME-DRAGDROP: While in the common-most "drag from non-zero active id" case we can tell the mouse button,
12838
    // in both SourceExtern and id==0 cases we may requires something else (explicit flags or some heuristic).
12839
0
    ImGuiMouseButton mouse_button = ImGuiMouseButton_Left;
12840
12841
0
    bool source_drag_active = false;
12842
0
    ImGuiID source_id = 0;
12843
0
    ImGuiID source_parent_id = 0;
12844
0
    if (!(flags & ImGuiDragDropFlags_SourceExtern))
12845
0
    {
12846
0
        source_id = g.LastItemData.ID;
12847
0
        if (source_id != 0)
12848
0
        {
12849
            // Common path: items with ID
12850
0
            if (g.ActiveId != source_id)
12851
0
                return false;
12852
0
            if (g.ActiveIdMouseButton != -1)
12853
0
                mouse_button = g.ActiveIdMouseButton;
12854
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12855
0
                return false;
12856
0
            g.ActiveIdAllowOverlap = false;
12857
0
        }
12858
0
        else
12859
0
        {
12860
            // Uncommon path: items without ID
12861
0
            if (g.IO.MouseDown[mouse_button] == false || window->SkipItems)
12862
0
                return false;
12863
0
            if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) == 0 && (g.ActiveId == 0 || g.ActiveIdWindow != window))
12864
0
                return false;
12865
12866
            // If you want to use BeginDragDropSource() on an item with no unique identifier for interaction, such as Text() or Image(), you need to:
12867
            // A) Read the explanation below, B) Use the ImGuiDragDropFlags_SourceAllowNullID flag.
12868
0
            if (!(flags & ImGuiDragDropFlags_SourceAllowNullID))
12869
0
            {
12870
0
                IM_ASSERT(0);
12871
0
                return false;
12872
0
            }
12873
12874
            // Magic fallback to handle items with no assigned ID, e.g. Text(), Image()
12875
            // We build a throwaway ID based on current ID stack + relative AABB of items in window.
12876
            // THE IDENTIFIER WON'T SURVIVE ANY REPOSITIONING/RESIZINGG OF THE WIDGET, so if your widget moves your dragging operation will be canceled.
12877
            // We don't need to maintain/call ClearActiveID() as releasing the button will early out this function and trigger !ActiveIdIsAlive.
12878
            // Rely on keeping other window->LastItemXXX fields intact.
12879
0
            source_id = g.LastItemData.ID = window->GetIDFromRectangle(g.LastItemData.Rect);
12880
0
            KeepAliveID(source_id);
12881
0
            bool is_hovered = ItemHoverable(g.LastItemData.Rect, source_id);
12882
0
            if (is_hovered && g.IO.MouseClicked[mouse_button])
12883
0
            {
12884
0
                SetActiveID(source_id, window);
12885
0
                FocusWindow(window);
12886
0
            }
12887
0
            if (g.ActiveId == source_id) // Allow the underlying widget to display/return hovered during the mouse release frame, else we would get a flicker.
12888
0
                g.ActiveIdAllowOverlap = is_hovered;
12889
0
        }
12890
0
        if (g.ActiveId != source_id)
12891
0
            return false;
12892
0
        source_parent_id = window->IDStack.back();
12893
0
        source_drag_active = IsMouseDragging(mouse_button);
12894
12895
        // Disable navigation and key inputs while dragging + cancel existing request if any
12896
0
        SetActiveIdUsingAllKeyboardKeys();
12897
0
    }
12898
0
    else
12899
0
    {
12900
0
        window = NULL;
12901
0
        source_id = ImHashStr("#SourceExtern");
12902
0
        source_drag_active = true;
12903
0
    }
12904
12905
0
    if (source_drag_active)
12906
0
    {
12907
0
        if (!g.DragDropActive)
12908
0
        {
12909
0
            IM_ASSERT(source_id != 0);
12910
0
            ClearDragDrop();
12911
0
            ImGuiPayload& payload = g.DragDropPayload;
12912
0
            payload.SourceId = source_id;
12913
0
            payload.SourceParentId = source_parent_id;
12914
0
            g.DragDropActive = true;
12915
0
            g.DragDropSourceFlags = flags;
12916
0
            g.DragDropMouseButton = mouse_button;
12917
0
            if (payload.SourceId == g.ActiveId)
12918
0
                g.ActiveIdNoClearOnFocusLoss = true;
12919
0
        }
12920
0
        g.DragDropSourceFrameCount = g.FrameCount;
12921
0
        g.DragDropWithinSource = true;
12922
12923
0
        if (!(flags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12924
0
        {
12925
            // Target can request the Source to not display its tooltip (we use a dedicated flag to make this request explicit)
12926
            // We unfortunately can't just modify the source flags and skip the call to BeginTooltip, as caller may be emitting contents.
12927
0
            bool ret = BeginTooltip();
12928
0
            IM_ASSERT(ret); // FIXME-NEWBEGIN: If this ever becomes false, we need to Begin("##Hidden", NULL, ImGuiWindowFlags_NoSavedSettings) + SetWindowHiddendAndSkipItemsForCurrentFrame().
12929
0
            IM_UNUSED(ret);
12930
12931
0
            if (g.DragDropAcceptIdPrev && (g.DragDropAcceptFlags & ImGuiDragDropFlags_AcceptNoPreviewTooltip))
12932
0
                SetWindowHiddendAndSkipItemsForCurrentFrame(g.CurrentWindow);
12933
0
        }
12934
12935
0
        if (!(flags & ImGuiDragDropFlags_SourceNoDisableHover) && !(flags & ImGuiDragDropFlags_SourceExtern))
12936
0
            g.LastItemData.StatusFlags &= ~ImGuiItemStatusFlags_HoveredRect;
12937
12938
0
        return true;
12939
0
    }
12940
0
    return false;
12941
0
}
12942
12943
void ImGui::EndDragDropSource()
12944
0
{
12945
0
    ImGuiContext& g = *GImGui;
12946
0
    IM_ASSERT(g.DragDropActive);
12947
0
    IM_ASSERT(g.DragDropWithinSource && "Not after a BeginDragDropSource()?");
12948
12949
0
    if (!(g.DragDropSourceFlags & ImGuiDragDropFlags_SourceNoPreviewTooltip))
12950
0
        EndTooltip();
12951
12952
    // Discard the drag if have not called SetDragDropPayload()
12953
0
    if (g.DragDropPayload.DataFrameCount == -1)
12954
0
        ClearDragDrop();
12955
0
    g.DragDropWithinSource = false;
12956
0
}
12957
12958
// Use 'cond' to choose to submit payload on drag start or every frame
12959
bool ImGui::SetDragDropPayload(const char* type, const void* data, size_t data_size, ImGuiCond cond)
12960
0
{
12961
0
    ImGuiContext& g = *GImGui;
12962
0
    ImGuiPayload& payload = g.DragDropPayload;
12963
0
    if (cond == 0)
12964
0
        cond = ImGuiCond_Always;
12965
12966
0
    IM_ASSERT(type != NULL);
12967
0
    IM_ASSERT(strlen(type) < IM_ARRAYSIZE(payload.DataType) && "Payload type can be at most 32 characters long");
12968
0
    IM_ASSERT((data != NULL && data_size > 0) || (data == NULL && data_size == 0));
12969
0
    IM_ASSERT(cond == ImGuiCond_Always || cond == ImGuiCond_Once);
12970
0
    IM_ASSERT(payload.SourceId != 0);                               // Not called between BeginDragDropSource() and EndDragDropSource()
12971
12972
0
    if (cond == ImGuiCond_Always || payload.DataFrameCount == -1)
12973
0
    {
12974
        // Copy payload
12975
0
        ImStrncpy(payload.DataType, type, IM_ARRAYSIZE(payload.DataType));
12976
0
        g.DragDropPayloadBufHeap.resize(0);
12977
0
        if (data_size > sizeof(g.DragDropPayloadBufLocal))
12978
0
        {
12979
            // Store in heap
12980
0
            g.DragDropPayloadBufHeap.resize((int)data_size);
12981
0
            payload.Data = g.DragDropPayloadBufHeap.Data;
12982
0
            memcpy(payload.Data, data, data_size);
12983
0
        }
12984
0
        else if (data_size > 0)
12985
0
        {
12986
            // Store locally
12987
0
            memset(&g.DragDropPayloadBufLocal, 0, sizeof(g.DragDropPayloadBufLocal));
12988
0
            payload.Data = g.DragDropPayloadBufLocal;
12989
0
            memcpy(payload.Data, data, data_size);
12990
0
        }
12991
0
        else
12992
0
        {
12993
0
            payload.Data = NULL;
12994
0
        }
12995
0
        payload.DataSize = (int)data_size;
12996
0
    }
12997
0
    payload.DataFrameCount = g.FrameCount;
12998
12999
    // Return whether the payload has been accepted
13000
0
    return (g.DragDropAcceptFrameCount == g.FrameCount) || (g.DragDropAcceptFrameCount == g.FrameCount - 1);
13001
0
}
13002
13003
bool ImGui::BeginDragDropTargetCustom(const ImRect& bb, ImGuiID id)
13004
0
{
13005
0
    ImGuiContext& g = *GImGui;
13006
0
    if (!g.DragDropActive)
13007
0
        return false;
13008
13009
0
    ImGuiWindow* window = g.CurrentWindow;
13010
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13011
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree)
13012
0
        return false;
13013
0
    IM_ASSERT(id != 0);
13014
0
    if (!IsMouseHoveringRect(bb.Min, bb.Max) || (id == g.DragDropPayload.SourceId))
13015
0
        return false;
13016
0
    if (window->SkipItems)
13017
0
        return false;
13018
13019
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13020
0
    g.DragDropTargetRect = bb;
13021
0
    g.DragDropTargetId = id;
13022
0
    g.DragDropWithinTarget = true;
13023
0
    return true;
13024
0
}
13025
13026
// We don't use BeginDragDropTargetCustom() and duplicate its code because:
13027
// 1) we use LastItemRectHoveredRect which handles items that push a temporarily clip rectangle in their code. Calling BeginDragDropTargetCustom(LastItemRect) would not handle them.
13028
// 2) and it's faster. as this code may be very frequently called, we want to early out as fast as we can.
13029
// Also note how the HoveredWindow test is positioned differently in both functions (in both functions we optimize for the cheapest early out case)
13030
bool ImGui::BeginDragDropTarget()
13031
0
{
13032
0
    ImGuiContext& g = *GImGui;
13033
0
    if (!g.DragDropActive)
13034
0
        return false;
13035
13036
0
    ImGuiWindow* window = g.CurrentWindow;
13037
0
    if (!(g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect))
13038
0
        return false;
13039
0
    ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow;
13040
0
    if (hovered_window == NULL || window->RootWindowDockTree != hovered_window->RootWindowDockTree || window->SkipItems)
13041
0
        return false;
13042
13043
0
    const ImRect& display_rect = (g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HasDisplayRect) ? g.LastItemData.DisplayRect : g.LastItemData.Rect;
13044
0
    ImGuiID id = g.LastItemData.ID;
13045
0
    if (id == 0)
13046
0
    {
13047
0
        id = window->GetIDFromRectangle(display_rect);
13048
0
        KeepAliveID(id);
13049
0
    }
13050
0
    if (g.DragDropPayload.SourceId == id)
13051
0
        return false;
13052
13053
0
    IM_ASSERT(g.DragDropWithinTarget == false);
13054
0
    g.DragDropTargetRect = display_rect;
13055
0
    g.DragDropTargetId = id;
13056
0
    g.DragDropWithinTarget = true;
13057
0
    return true;
13058
0
}
13059
13060
bool ImGui::IsDragDropPayloadBeingAccepted()
13061
0
{
13062
0
    ImGuiContext& g = *GImGui;
13063
0
    return g.DragDropActive && g.DragDropAcceptIdPrev != 0;
13064
0
}
13065
13066
const ImGuiPayload* ImGui::AcceptDragDropPayload(const char* type, ImGuiDragDropFlags flags)
13067
0
{
13068
0
    ImGuiContext& g = *GImGui;
13069
0
    ImGuiWindow* window = g.CurrentWindow;
13070
0
    ImGuiPayload& payload = g.DragDropPayload;
13071
0
    IM_ASSERT(g.DragDropActive);                        // Not called between BeginDragDropTarget() and EndDragDropTarget() ?
13072
0
    IM_ASSERT(payload.DataFrameCount != -1);            // Forgot to call EndDragDropTarget() ?
13073
0
    if (type != NULL && !payload.IsDataType(type))
13074
0
        return NULL;
13075
13076
    // Accept smallest drag target bounding box, this allows us to nest drag targets conveniently without ordering constraints.
13077
    // NB: We currently accept NULL id as target. However, overlapping targets requires a unique ID to function!
13078
0
    const bool was_accepted_previously = (g.DragDropAcceptIdPrev == g.DragDropTargetId);
13079
0
    ImRect r = g.DragDropTargetRect;
13080
0
    float r_surface = r.GetWidth() * r.GetHeight();
13081
0
    if (r_surface > g.DragDropAcceptIdCurrRectSurface)
13082
0
        return NULL;
13083
13084
0
    g.DragDropAcceptFlags = flags;
13085
0
    g.DragDropAcceptIdCurr = g.DragDropTargetId;
13086
0
    g.DragDropAcceptIdCurrRectSurface = r_surface;
13087
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: accept\n", g.DragDropTargetId);
13088
13089
    // Render default drop visuals
13090
0
    payload.Preview = was_accepted_previously;
13091
0
    flags |= (g.DragDropSourceFlags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect); // Source can also inhibit the preview (useful for external sources that live for 1 frame)
13092
0
    if (!(flags & ImGuiDragDropFlags_AcceptNoDrawDefaultRect) && payload.Preview)
13093
0
        window->DrawList->AddRect(r.Min - ImVec2(3.5f,3.5f), r.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13094
13095
0
    g.DragDropAcceptFrameCount = g.FrameCount;
13096
0
    payload.Delivery = was_accepted_previously && !IsMouseDown(g.DragDropMouseButton); // For extern drag sources affecting OS window focus, it's easier to just test !IsMouseDown() instead of IsMouseReleased()
13097
0
    if (!payload.Delivery && !(flags & ImGuiDragDropFlags_AcceptBeforeDelivery))
13098
0
        return NULL;
13099
13100
    //IMGUI_DEBUG_LOG("AcceptDragDropPayload(): %08X: return payload\n", g.DragDropTargetId);
13101
0
    return &payload;
13102
0
}
13103
13104
// FIXME-DRAGDROP: Settle on a proper default visuals for drop target.
13105
void ImGui::RenderDragDropTargetRect(const ImRect& bb)
13106
0
{
13107
0
    GetWindowDrawList()->AddRect(bb.Min - ImVec2(3.5f, 3.5f), bb.Max + ImVec2(3.5f, 3.5f), GetColorU32(ImGuiCol_DragDropTarget), 0.0f, 0, 2.0f);
13108
0
}
13109
13110
const ImGuiPayload* ImGui::GetDragDropPayload()
13111
0
{
13112
0
    ImGuiContext& g = *GImGui;
13113
0
    return (g.DragDropActive && g.DragDropPayload.DataFrameCount != -1) ? &g.DragDropPayload : NULL;
13114
0
}
13115
13116
void ImGui::EndDragDropTarget()
13117
0
{
13118
0
    ImGuiContext& g = *GImGui;
13119
0
    IM_ASSERT(g.DragDropActive);
13120
0
    IM_ASSERT(g.DragDropWithinTarget);
13121
0
    g.DragDropWithinTarget = false;
13122
13123
    // Clear drag and drop state payload right after delivery
13124
0
    if (g.DragDropPayload.Delivery)
13125
0
        ClearDragDrop();
13126
0
}
13127
13128
//-----------------------------------------------------------------------------
13129
// [SECTION] LOGGING/CAPTURING
13130
//-----------------------------------------------------------------------------
13131
// All text output from the interface can be captured into tty/file/clipboard.
13132
// By default, tree nodes are automatically opened during logging.
13133
//-----------------------------------------------------------------------------
13134
13135
// Pass text data straight to log (without being displayed)
13136
static inline void LogTextV(ImGuiContext& g, const char* fmt, va_list args)
13137
0
{
13138
0
    if (g.LogFile)
13139
0
    {
13140
0
        g.LogBuffer.Buf.resize(0);
13141
0
        g.LogBuffer.appendfv(fmt, args);
13142
0
        ImFileWrite(g.LogBuffer.c_str(), sizeof(char), (ImU64)g.LogBuffer.size(), g.LogFile);
13143
0
    }
13144
0
    else
13145
0
    {
13146
0
        g.LogBuffer.appendfv(fmt, args);
13147
0
    }
13148
0
}
13149
13150
void ImGui::LogText(const char* fmt, ...)
13151
0
{
13152
0
    ImGuiContext& g = *GImGui;
13153
0
    if (!g.LogEnabled)
13154
0
        return;
13155
13156
0
    va_list args;
13157
0
    va_start(args, fmt);
13158
0
    LogTextV(g, fmt, args);
13159
0
    va_end(args);
13160
0
}
13161
13162
void ImGui::LogTextV(const char* fmt, va_list args)
13163
0
{
13164
0
    ImGuiContext& g = *GImGui;
13165
0
    if (!g.LogEnabled)
13166
0
        return;
13167
13168
0
    LogTextV(g, fmt, args);
13169
0
}
13170
13171
// Internal version that takes a position to decide on newline placement and pad items according to their depth.
13172
// We split text into individual lines to add current tree level padding
13173
// FIXME: This code is a little complicated perhaps, considering simplifying the whole system.
13174
void ImGui::LogRenderedText(const ImVec2* ref_pos, const char* text, const char* text_end)
13175
0
{
13176
0
    ImGuiContext& g = *GImGui;
13177
0
    ImGuiWindow* window = g.CurrentWindow;
13178
13179
0
    const char* prefix = g.LogNextPrefix;
13180
0
    const char* suffix = g.LogNextSuffix;
13181
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13182
13183
0
    if (!text_end)
13184
0
        text_end = FindRenderedTextEnd(text, text_end);
13185
13186
0
    const bool log_new_line = ref_pos && (ref_pos->y > g.LogLinePosY + g.Style.FramePadding.y + 1);
13187
0
    if (ref_pos)
13188
0
        g.LogLinePosY = ref_pos->y;
13189
0
    if (log_new_line)
13190
0
    {
13191
0
        LogText(IM_NEWLINE);
13192
0
        g.LogLineFirstItem = true;
13193
0
    }
13194
13195
0
    if (prefix)
13196
0
        LogRenderedText(ref_pos, prefix, prefix + strlen(prefix)); // Calculate end ourself to ensure "##" are included here.
13197
13198
    // Re-adjust padding if we have popped out of our starting depth
13199
0
    if (g.LogDepthRef > window->DC.TreeDepth)
13200
0
        g.LogDepthRef = window->DC.TreeDepth;
13201
0
    const int tree_depth = (window->DC.TreeDepth - g.LogDepthRef);
13202
13203
0
    const char* text_remaining = text;
13204
0
    for (;;)
13205
0
    {
13206
        // Split the string. Each new line (after a '\n') is followed by indentation corresponding to the current depth of our log entry.
13207
        // We don't add a trailing \n yet to allow a subsequent item on the same line to be captured.
13208
0
        const char* line_start = text_remaining;
13209
0
        const char* line_end = ImStreolRange(line_start, text_end);
13210
0
        const bool is_last_line = (line_end == text_end);
13211
0
        if (line_start != line_end || !is_last_line)
13212
0
        {
13213
0
            const int line_length = (int)(line_end - line_start);
13214
0
            const int indentation = g.LogLineFirstItem ? tree_depth * 4 : 1;
13215
0
            LogText("%*s%.*s", indentation, "", line_length, line_start);
13216
0
            g.LogLineFirstItem = false;
13217
0
            if (*line_end == '\n')
13218
0
            {
13219
0
                LogText(IM_NEWLINE);
13220
0
                g.LogLineFirstItem = true;
13221
0
            }
13222
0
        }
13223
0
        if (is_last_line)
13224
0
            break;
13225
0
        text_remaining = line_end + 1;
13226
0
    }
13227
13228
0
    if (suffix)
13229
0
        LogRenderedText(ref_pos, suffix, suffix + strlen(suffix));
13230
0
}
13231
13232
// Start logging/capturing text output
13233
void ImGui::LogBegin(ImGuiLogType type, int auto_open_depth)
13234
0
{
13235
0
    ImGuiContext& g = *GImGui;
13236
0
    ImGuiWindow* window = g.CurrentWindow;
13237
0
    IM_ASSERT(g.LogEnabled == false);
13238
0
    IM_ASSERT(g.LogFile == NULL);
13239
0
    IM_ASSERT(g.LogBuffer.empty());
13240
0
    g.LogEnabled = true;
13241
0
    g.LogType = type;
13242
0
    g.LogNextPrefix = g.LogNextSuffix = NULL;
13243
0
    g.LogDepthRef = window->DC.TreeDepth;
13244
0
    g.LogDepthToExpand = ((auto_open_depth >= 0) ? auto_open_depth : g.LogDepthToExpandDefault);
13245
0
    g.LogLinePosY = FLT_MAX;
13246
0
    g.LogLineFirstItem = true;
13247
0
}
13248
13249
// Important: doesn't copy underlying data, use carefully (prefix/suffix must be in scope at the time of the next LogRenderedText)
13250
void ImGui::LogSetNextTextDecoration(const char* prefix, const char* suffix)
13251
0
{
13252
0
    ImGuiContext& g = *GImGui;
13253
0
    g.LogNextPrefix = prefix;
13254
0
    g.LogNextSuffix = suffix;
13255
0
}
13256
13257
void ImGui::LogToTTY(int auto_open_depth)
13258
0
{
13259
0
    ImGuiContext& g = *GImGui;
13260
0
    if (g.LogEnabled)
13261
0
        return;
13262
0
    IM_UNUSED(auto_open_depth);
13263
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13264
0
    LogBegin(ImGuiLogType_TTY, auto_open_depth);
13265
0
    g.LogFile = stdout;
13266
0
#endif
13267
0
}
13268
13269
// Start logging/capturing text output to given file
13270
void ImGui::LogToFile(int auto_open_depth, const char* filename)
13271
0
{
13272
0
    ImGuiContext& g = *GImGui;
13273
0
    if (g.LogEnabled)
13274
0
        return;
13275
13276
    // FIXME: We could probably open the file in text mode "at", however note that clipboard/buffer logging will still
13277
    // be subject to outputting OS-incompatible carriage return if within strings the user doesn't use IM_NEWLINE.
13278
    // By opening the file in binary mode "ab" we have consistent output everywhere.
13279
0
    if (!filename)
13280
0
        filename = g.IO.LogFilename;
13281
0
    if (!filename || !filename[0])
13282
0
        return;
13283
0
    ImFileHandle f = ImFileOpen(filename, "ab");
13284
0
    if (!f)
13285
0
    {
13286
0
        IM_ASSERT(0);
13287
0
        return;
13288
0
    }
13289
13290
0
    LogBegin(ImGuiLogType_File, auto_open_depth);
13291
0
    g.LogFile = f;
13292
0
}
13293
13294
// Start logging/capturing text output to clipboard
13295
void ImGui::LogToClipboard(int auto_open_depth)
13296
0
{
13297
0
    ImGuiContext& g = *GImGui;
13298
0
    if (g.LogEnabled)
13299
0
        return;
13300
0
    LogBegin(ImGuiLogType_Clipboard, auto_open_depth);
13301
0
}
13302
13303
void ImGui::LogToBuffer(int auto_open_depth)
13304
0
{
13305
0
    ImGuiContext& g = *GImGui;
13306
0
    if (g.LogEnabled)
13307
0
        return;
13308
0
    LogBegin(ImGuiLogType_Buffer, auto_open_depth);
13309
0
}
13310
13311
void ImGui::LogFinish()
13312
0
{
13313
0
    ImGuiContext& g = *GImGui;
13314
0
    if (!g.LogEnabled)
13315
0
        return;
13316
13317
0
    LogText(IM_NEWLINE);
13318
0
    switch (g.LogType)
13319
0
    {
13320
0
    case ImGuiLogType_TTY:
13321
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13322
0
        fflush(g.LogFile);
13323
0
#endif
13324
0
        break;
13325
0
    case ImGuiLogType_File:
13326
0
        ImFileClose(g.LogFile);
13327
0
        break;
13328
0
    case ImGuiLogType_Buffer:
13329
0
        break;
13330
0
    case ImGuiLogType_Clipboard:
13331
0
        if (!g.LogBuffer.empty())
13332
0
            SetClipboardText(g.LogBuffer.begin());
13333
0
        break;
13334
0
    case ImGuiLogType_None:
13335
0
        IM_ASSERT(0);
13336
0
        break;
13337
0
    }
13338
13339
0
    g.LogEnabled = false;
13340
0
    g.LogType = ImGuiLogType_None;
13341
0
    g.LogFile = NULL;
13342
0
    g.LogBuffer.clear();
13343
0
}
13344
13345
// Helper to display logging buttons
13346
// FIXME-OBSOLETE: We should probably obsolete this and let the user have their own helper (this is one of the oldest function alive!)
13347
void ImGui::LogButtons()
13348
0
{
13349
0
    ImGuiContext& g = *GImGui;
13350
13351
0
    PushID("LogButtons");
13352
0
#ifndef IMGUI_DISABLE_TTY_FUNCTIONS
13353
0
    const bool log_to_tty = Button("Log To TTY"); SameLine();
13354
#else
13355
    const bool log_to_tty = false;
13356
#endif
13357
0
    const bool log_to_file = Button("Log To File"); SameLine();
13358
0
    const bool log_to_clipboard = Button("Log To Clipboard"); SameLine();
13359
0
    PushTabStop(false);
13360
0
    SetNextItemWidth(80.0f);
13361
0
    SliderInt("Default Depth", &g.LogDepthToExpandDefault, 0, 9, NULL);
13362
0
    PopTabStop();
13363
0
    PopID();
13364
13365
    // Start logging at the end of the function so that the buttons don't appear in the log
13366
0
    if (log_to_tty)
13367
0
        LogToTTY();
13368
0
    if (log_to_file)
13369
0
        LogToFile();
13370
0
    if (log_to_clipboard)
13371
0
        LogToClipboard();
13372
0
}
13373
13374
13375
//-----------------------------------------------------------------------------
13376
// [SECTION] SETTINGS
13377
//-----------------------------------------------------------------------------
13378
// - UpdateSettings() [Internal]
13379
// - MarkIniSettingsDirty() [Internal]
13380
// - FindSettingsHandler() [Internal]
13381
// - ClearIniSettings() [Internal]
13382
// - LoadIniSettingsFromDisk()
13383
// - LoadIniSettingsFromMemory()
13384
// - SaveIniSettingsToDisk()
13385
// - SaveIniSettingsToMemory()
13386
//-----------------------------------------------------------------------------
13387
// - CreateNewWindowSettings() [Internal]
13388
// - FindWindowSettingsByID() [Internal]
13389
// - FindWindowSettingsByWindow() [Internal]
13390
// - ClearWindowSettings() [Internal]
13391
// - WindowSettingsHandler_***() [Internal]
13392
//-----------------------------------------------------------------------------
13393
13394
// Called by NewFrame()
13395
void ImGui::UpdateSettings()
13396
0
{
13397
    // Load settings on first frame (if not explicitly loaded manually before)
13398
0
    ImGuiContext& g = *GImGui;
13399
0
    if (!g.SettingsLoaded)
13400
0
    {
13401
0
        IM_ASSERT(g.SettingsWindows.empty());
13402
0
        if (g.IO.IniFilename)
13403
0
            LoadIniSettingsFromDisk(g.IO.IniFilename);
13404
0
        g.SettingsLoaded = true;
13405
0
    }
13406
13407
    // Save settings (with a delay after the last modification, so we don't spam disk too much)
13408
0
    if (g.SettingsDirtyTimer > 0.0f)
13409
0
    {
13410
0
        g.SettingsDirtyTimer -= g.IO.DeltaTime;
13411
0
        if (g.SettingsDirtyTimer <= 0.0f)
13412
0
        {
13413
0
            if (g.IO.IniFilename != NULL)
13414
0
                SaveIniSettingsToDisk(g.IO.IniFilename);
13415
0
            else
13416
0
                g.IO.WantSaveIniSettings = true;  // Let user know they can call SaveIniSettingsToMemory(). user will need to clear io.WantSaveIniSettings themselves.
13417
0
            g.SettingsDirtyTimer = 0.0f;
13418
0
        }
13419
0
    }
13420
0
}
13421
13422
void ImGui::MarkIniSettingsDirty()
13423
0
{
13424
0
    ImGuiContext& g = *GImGui;
13425
0
    if (g.SettingsDirtyTimer <= 0.0f)
13426
0
        g.SettingsDirtyTimer = g.IO.IniSavingRate;
13427
0
}
13428
13429
void ImGui::MarkIniSettingsDirty(ImGuiWindow* window)
13430
0
{
13431
0
    ImGuiContext& g = *GImGui;
13432
0
    if (!(window->Flags & ImGuiWindowFlags_NoSavedSettings))
13433
0
        if (g.SettingsDirtyTimer <= 0.0f)
13434
0
            g.SettingsDirtyTimer = g.IO.IniSavingRate;
13435
0
}
13436
13437
void ImGui::AddSettingsHandler(const ImGuiSettingsHandler* handler)
13438
0
{
13439
0
    ImGuiContext& g = *GImGui;
13440
0
    IM_ASSERT(FindSettingsHandler(handler->TypeName) == NULL);
13441
0
    g.SettingsHandlers.push_back(*handler);
13442
0
}
13443
13444
void ImGui::RemoveSettingsHandler(const char* type_name)
13445
0
{
13446
0
    ImGuiContext& g = *GImGui;
13447
0
    if (ImGuiSettingsHandler* handler = FindSettingsHandler(type_name))
13448
0
        g.SettingsHandlers.erase(handler);
13449
0
}
13450
13451
ImGuiSettingsHandler* ImGui::FindSettingsHandler(const char* type_name)
13452
0
{
13453
0
    ImGuiContext& g = *GImGui;
13454
0
    const ImGuiID type_hash = ImHashStr(type_name);
13455
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13456
0
        if (g.SettingsHandlers[handler_n].TypeHash == type_hash)
13457
0
            return &g.SettingsHandlers[handler_n];
13458
0
    return NULL;
13459
0
}
13460
13461
// Clear all settings (windows, tables, docking etc.)
13462
void ImGui::ClearIniSettings()
13463
0
{
13464
0
    ImGuiContext& g = *GImGui;
13465
0
    g.SettingsIniData.clear();
13466
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13467
0
        if (g.SettingsHandlers[handler_n].ClearAllFn)
13468
0
            g.SettingsHandlers[handler_n].ClearAllFn(&g, &g.SettingsHandlers[handler_n]);
13469
0
}
13470
13471
void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
13472
0
{
13473
0
    size_t file_data_size = 0;
13474
0
    char* file_data = (char*)ImFileLoadToMemory(ini_filename, "rb", &file_data_size);
13475
0
    if (!file_data)
13476
0
        return;
13477
0
    if (file_data_size > 0)
13478
0
        LoadIniSettingsFromMemory(file_data, (size_t)file_data_size);
13479
0
    IM_FREE(file_data);
13480
0
}
13481
13482
// Zero-tolerance, no error reporting, cheap .ini parsing
13483
// Set ini_size==0 to let us use strlen(ini_data). Do not call this function with a 0 if your buffer is actually empty!
13484
void ImGui::LoadIniSettingsFromMemory(const char* ini_data, size_t ini_size)
13485
0
{
13486
0
    ImGuiContext& g = *GImGui;
13487
0
    IM_ASSERT(g.Initialized);
13488
    //IM_ASSERT(!g.WithinFrameScope && "Cannot be called between NewFrame() and EndFrame()");
13489
    //IM_ASSERT(g.SettingsLoaded == false && g.FrameCount == 0);
13490
13491
    // For user convenience, we allow passing a non zero-terminated string (hence the ini_size parameter).
13492
    // For our convenience and to make the code simpler, we'll also write zero-terminators within the buffer. So let's create a writable copy..
13493
0
    if (ini_size == 0)
13494
0
        ini_size = strlen(ini_data);
13495
0
    g.SettingsIniData.Buf.resize((int)ini_size + 1);
13496
0
    char* const buf = g.SettingsIniData.Buf.Data;
13497
0
    char* const buf_end = buf + ini_size;
13498
0
    memcpy(buf, ini_data, ini_size);
13499
0
    buf_end[0] = 0;
13500
13501
    // Call pre-read handlers
13502
    // Some types will clear their data (e.g. dock information) some types will allow merge/override (window)
13503
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13504
0
        if (g.SettingsHandlers[handler_n].ReadInitFn)
13505
0
            g.SettingsHandlers[handler_n].ReadInitFn(&g, &g.SettingsHandlers[handler_n]);
13506
13507
0
    void* entry_data = NULL;
13508
0
    ImGuiSettingsHandler* entry_handler = NULL;
13509
13510
0
    char* line_end = NULL;
13511
0
    for (char* line = buf; line < buf_end; line = line_end + 1)
13512
0
    {
13513
        // Skip new lines markers, then find end of the line
13514
0
        while (*line == '\n' || *line == '\r')
13515
0
            line++;
13516
0
        line_end = line;
13517
0
        while (line_end < buf_end && *line_end != '\n' && *line_end != '\r')
13518
0
            line_end++;
13519
0
        line_end[0] = 0;
13520
0
        if (line[0] == ';')
13521
0
            continue;
13522
0
        if (line[0] == '[' && line_end > line && line_end[-1] == ']')
13523
0
        {
13524
            // Parse "[Type][Name]". Note that 'Name' can itself contains [] characters, which is acceptable with the current format and parsing code.
13525
0
            line_end[-1] = 0;
13526
0
            const char* name_end = line_end - 1;
13527
0
            const char* type_start = line + 1;
13528
0
            char* type_end = (char*)(void*)ImStrchrRange(type_start, name_end, ']');
13529
0
            const char* name_start = type_end ? ImStrchrRange(type_end + 1, name_end, '[') : NULL;
13530
0
            if (!type_end || !name_start)
13531
0
                continue;
13532
0
            *type_end = 0; // Overwrite first ']'
13533
0
            name_start++;  // Skip second '['
13534
0
            entry_handler = FindSettingsHandler(type_start);
13535
0
            entry_data = entry_handler ? entry_handler->ReadOpenFn(&g, entry_handler, name_start) : NULL;
13536
0
        }
13537
0
        else if (entry_handler != NULL && entry_data != NULL)
13538
0
        {
13539
            // Let type handler parse the line
13540
0
            entry_handler->ReadLineFn(&g, entry_handler, entry_data, line);
13541
0
        }
13542
0
    }
13543
0
    g.SettingsLoaded = true;
13544
13545
    // [DEBUG] Restore untouched copy so it can be browsed in Metrics (not strictly necessary)
13546
0
    memcpy(buf, ini_data, ini_size);
13547
13548
    // Call post-read handlers
13549
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13550
0
        if (g.SettingsHandlers[handler_n].ApplyAllFn)
13551
0
            g.SettingsHandlers[handler_n].ApplyAllFn(&g, &g.SettingsHandlers[handler_n]);
13552
0
}
13553
13554
void ImGui::SaveIniSettingsToDisk(const char* ini_filename)
13555
0
{
13556
0
    ImGuiContext& g = *GImGui;
13557
0
    g.SettingsDirtyTimer = 0.0f;
13558
0
    if (!ini_filename)
13559
0
        return;
13560
13561
0
    size_t ini_data_size = 0;
13562
0
    const char* ini_data = SaveIniSettingsToMemory(&ini_data_size);
13563
0
    ImFileHandle f = ImFileOpen(ini_filename, "wt");
13564
0
    if (!f)
13565
0
        return;
13566
0
    ImFileWrite(ini_data, sizeof(char), ini_data_size, f);
13567
0
    ImFileClose(f);
13568
0
}
13569
13570
// Call registered handlers (e.g. SettingsHandlerWindow_WriteAll() + custom handlers) to write their stuff into a text buffer
13571
const char* ImGui::SaveIniSettingsToMemory(size_t* out_size)
13572
0
{
13573
0
    ImGuiContext& g = *GImGui;
13574
0
    g.SettingsDirtyTimer = 0.0f;
13575
0
    g.SettingsIniData.Buf.resize(0);
13576
0
    g.SettingsIniData.Buf.push_back(0);
13577
0
    for (int handler_n = 0; handler_n < g.SettingsHandlers.Size; handler_n++)
13578
0
    {
13579
0
        ImGuiSettingsHandler* handler = &g.SettingsHandlers[handler_n];
13580
0
        handler->WriteAllFn(&g, handler, &g.SettingsIniData);
13581
0
    }
13582
0
    if (out_size)
13583
0
        *out_size = (size_t)g.SettingsIniData.size();
13584
0
    return g.SettingsIniData.c_str();
13585
0
}
13586
13587
ImGuiWindowSettings* ImGui::CreateNewWindowSettings(const char* name)
13588
0
{
13589
0
    ImGuiContext& g = *GImGui;
13590
13591
0
#if !IMGUI_DEBUG_INI_SETTINGS
13592
    // Skip to the "###" marker if any. We don't skip past to match the behavior of GetID()
13593
    // Preserve the full string when IMGUI_DEBUG_INI_SETTINGS is set to make .ini inspection easier.
13594
0
    if (const char* p = strstr(name, "###"))
13595
0
        name = p;
13596
0
#endif
13597
0
    const size_t name_len = strlen(name);
13598
13599
    // Allocate chunk
13600
0
    const size_t chunk_size = sizeof(ImGuiWindowSettings) + name_len + 1;
13601
0
    ImGuiWindowSettings* settings = g.SettingsWindows.alloc_chunk(chunk_size);
13602
0
    IM_PLACEMENT_NEW(settings) ImGuiWindowSettings();
13603
0
    settings->ID = ImHashStr(name, name_len);
13604
0
    memcpy(settings->GetName(), name, name_len + 1);   // Store with zero terminator
13605
13606
0
    return settings;
13607
0
}
13608
13609
// We don't provide a FindWindowSettingsByName() because Docking system doesn't always hold on names.
13610
// This is called once per window .ini entry + once per newly instantiated window.
13611
ImGuiWindowSettings* ImGui::FindWindowSettingsByID(ImGuiID id)
13612
0
{
13613
0
    ImGuiContext& g = *GImGui;
13614
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13615
0
        if (settings->ID == id && !settings->WantDelete)
13616
0
            return settings;
13617
0
    return NULL;
13618
0
}
13619
13620
// This is faster if you are holding on a Window already as we don't need to perform a search.
13621
ImGuiWindowSettings* ImGui::FindWindowSettingsByWindow(ImGuiWindow* window)
13622
0
{
13623
0
    ImGuiContext& g = *GImGui;
13624
0
    if (window->SettingsOffset != -1)
13625
0
        return g.SettingsWindows.ptr_from_offset(window->SettingsOffset);
13626
0
    return FindWindowSettingsByID(window->ID);
13627
0
}
13628
13629
// This will revert window to its initial state, including enabling the ImGuiCond_FirstUseEver/ImGuiCond_Once conditions once more.
13630
void ImGui::ClearWindowSettings(const char* name)
13631
0
{
13632
    //IMGUI_DEBUG_LOG("ClearWindowSettings('%s')\n", name);
13633
0
    ImGuiContext& g = *GImGui;
13634
0
    ImGuiWindow* window = FindWindowByName(name);
13635
0
    if (window != NULL)
13636
0
    {
13637
0
        window->Flags |= ImGuiWindowFlags_NoSavedSettings;
13638
0
        InitOrLoadWindowSettings(window, NULL);
13639
0
        if (window->DockId != 0)
13640
0
            DockContextProcessUndockWindow(&g, window, true);
13641
0
    }
13642
0
    if (ImGuiWindowSettings* settings = window ? FindWindowSettingsByWindow(window) : FindWindowSettingsByID(ImHashStr(name)))
13643
0
        settings->WantDelete = true;
13644
0
}
13645
13646
static void WindowSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13647
0
{
13648
0
    ImGuiContext& g = *ctx;
13649
0
    for (int i = 0; i != g.Windows.Size; i++)
13650
0
        g.Windows[i]->SettingsOffset = -1;
13651
0
    g.SettingsWindows.clear();
13652
0
}
13653
13654
static void* WindowSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
13655
0
{
13656
0
    ImGuiID id = ImHashStr(name);
13657
0
    ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByID(id);
13658
0
    if (settings)
13659
0
        *settings = ImGuiWindowSettings(); // Clear existing if recycling previous entry
13660
0
    else
13661
0
        settings = ImGui::CreateNewWindowSettings(name);
13662
0
    settings->ID = id;
13663
0
    settings->WantApply = true;
13664
0
    return (void*)settings;
13665
0
}
13666
13667
static void WindowSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line)
13668
0
{
13669
0
    ImGuiWindowSettings* settings = (ImGuiWindowSettings*)entry;
13670
0
    int x, y;
13671
0
    int i;
13672
0
    ImU32 u1;
13673
0
    if (sscanf(line, "Pos=%i,%i", &x, &y) == 2)             { settings->Pos = ImVec2ih((short)x, (short)y); }
13674
0
    else if (sscanf(line, "Size=%i,%i", &x, &y) == 2)       { settings->Size = ImVec2ih((short)x, (short)y); }
13675
0
    else if (sscanf(line, "ViewportId=0x%08X", &u1) == 1)   { settings->ViewportId = u1; }
13676
0
    else if (sscanf(line, "ViewportPos=%i,%i", &x, &y) == 2){ settings->ViewportPos = ImVec2ih((short)x, (short)y); }
13677
0
    else if (sscanf(line, "Collapsed=%d", &i) == 1)         { settings->Collapsed = (i != 0); }
13678
0
    else if (sscanf(line, "DockId=0x%X,%d", &u1, &i) == 2)  { settings->DockId = u1; settings->DockOrder = (short)i; }
13679
0
    else if (sscanf(line, "DockId=0x%X", &u1) == 1)         { settings->DockId = u1; settings->DockOrder = -1; }
13680
0
    else if (sscanf(line, "ClassId=0x%X", &u1) == 1)        { settings->ClassId = u1; }
13681
0
}
13682
13683
// Apply to existing windows (if any)
13684
static void WindowSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
13685
0
{
13686
0
    ImGuiContext& g = *ctx;
13687
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13688
0
        if (settings->WantApply)
13689
0
        {
13690
0
            if (ImGuiWindow* window = ImGui::FindWindowByID(settings->ID))
13691
0
                ApplyWindowSettings(window, settings);
13692
0
            settings->WantApply = false;
13693
0
        }
13694
0
}
13695
13696
static void WindowSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
13697
0
{
13698
    // Gather data from windows that were active during this session
13699
    // (if a window wasn't opened in this session we preserve its settings)
13700
0
    ImGuiContext& g = *ctx;
13701
0
    for (int i = 0; i != g.Windows.Size; i++)
13702
0
    {
13703
0
        ImGuiWindow* window = g.Windows[i];
13704
0
        if (window->Flags & ImGuiWindowFlags_NoSavedSettings)
13705
0
            continue;
13706
13707
0
        ImGuiWindowSettings* settings = ImGui::FindWindowSettingsByWindow(window);
13708
0
        if (!settings)
13709
0
        {
13710
0
            settings = ImGui::CreateNewWindowSettings(window->Name);
13711
0
            window->SettingsOffset = g.SettingsWindows.offset_from_ptr(settings);
13712
0
        }
13713
0
        IM_ASSERT(settings->ID == window->ID);
13714
0
        settings->Pos = ImVec2ih(window->Pos - window->ViewportPos);
13715
0
        settings->Size = ImVec2ih(window->SizeFull);
13716
0
        settings->ViewportId = window->ViewportId;
13717
0
        settings->ViewportPos = ImVec2ih(window->ViewportPos);
13718
0
        IM_ASSERT(window->DockNode == NULL || window->DockNode->ID == window->DockId);
13719
0
        settings->DockId = window->DockId;
13720
0
        settings->ClassId = window->WindowClass.ClassId;
13721
0
        settings->DockOrder = window->DockOrder;
13722
0
        settings->Collapsed = window->Collapsed;
13723
0
        settings->WantDelete = false;
13724
0
    }
13725
13726
    // Write to text buffer
13727
0
    buf->reserve(buf->size() + g.SettingsWindows.size() * 6); // ballpark reserve
13728
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
13729
0
    {
13730
0
        if (settings->WantDelete)
13731
0
            continue;
13732
0
        const char* settings_name = settings->GetName();
13733
0
        buf->appendf("[%s][%s]\n", handler->TypeName, settings_name);
13734
0
        if (settings->ViewportId != 0 && settings->ViewportId != ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13735
0
        {
13736
0
            buf->appendf("ViewportPos=%d,%d\n", settings->ViewportPos.x, settings->ViewportPos.y);
13737
0
            buf->appendf("ViewportId=0x%08X\n", settings->ViewportId);
13738
0
        }
13739
0
        if (settings->Pos.x != 0 || settings->Pos.y != 0 || settings->ViewportId == ImGui::IMGUI_VIEWPORT_DEFAULT_ID)
13740
0
            buf->appendf("Pos=%d,%d\n", settings->Pos.x, settings->Pos.y);
13741
0
        if (settings->Size.x != 0 || settings->Size.y != 0)
13742
0
            buf->appendf("Size=%d,%d\n", settings->Size.x, settings->Size.y);
13743
0
        buf->appendf("Collapsed=%d\n", settings->Collapsed);
13744
0
        if (settings->DockId != 0)
13745
0
        {
13746
            //buf->appendf("TabId=0x%08X\n", ImHashStr("#TAB", 4, settings->ID)); // window->TabId: this is not read back but writing it makes "debugging" the .ini data easier.
13747
0
            if (settings->DockOrder == -1)
13748
0
                buf->appendf("DockId=0x%08X\n", settings->DockId);
13749
0
            else
13750
0
                buf->appendf("DockId=0x%08X,%d\n", settings->DockId, settings->DockOrder);
13751
0
            if (settings->ClassId != 0)
13752
0
                buf->appendf("ClassId=0x%08X\n", settings->ClassId);
13753
0
        }
13754
0
        buf->append("\n");
13755
0
    }
13756
0
}
13757
13758
13759
//-----------------------------------------------------------------------------
13760
// [SECTION] LOCALIZATION
13761
//-----------------------------------------------------------------------------
13762
13763
void ImGui::LocalizeRegisterEntries(const ImGuiLocEntry* entries, int count)
13764
0
{
13765
0
    ImGuiContext& g = *GImGui;
13766
0
    for (int n = 0; n < count; n++)
13767
0
        g.LocalizationTable[entries[n].Key] = entries[n].Text;
13768
0
}
13769
13770
13771
//-----------------------------------------------------------------------------
13772
// [SECTION] VIEWPORTS, PLATFORM WINDOWS
13773
//-----------------------------------------------------------------------------
13774
// - GetMainViewport()
13775
// - FindViewportByID()
13776
// - FindViewportByPlatformHandle()
13777
// - SetCurrentViewport() [Internal]
13778
// - SetWindowViewport() [Internal]
13779
// - GetWindowAlwaysWantOwnViewport() [Internal]
13780
// - UpdateTryMergeWindowIntoHostViewport() [Internal]
13781
// - UpdateTryMergeWindowIntoHostViewports() [Internal]
13782
// - TranslateWindowsInViewport() [Internal]
13783
// - ScaleWindowsInViewport() [Internal]
13784
// - FindHoveredViewportFromPlatformWindowStack() [Internal]
13785
// - UpdateViewportsNewFrame() [Internal]
13786
// - UpdateViewportsEndFrame() [Internal]
13787
// - AddUpdateViewport() [Internal]
13788
// - WindowSelectViewport() [Internal]
13789
// - WindowSyncOwnedViewport() [Internal]
13790
// - UpdatePlatformWindows()
13791
// - RenderPlatformWindowsDefault()
13792
// - FindPlatformMonitorForPos() [Internal]
13793
// - FindPlatformMonitorForRect() [Internal]
13794
// - UpdateViewportPlatformMonitor() [Internal]
13795
// - DestroyPlatformWindow() [Internal]
13796
// - DestroyPlatformWindows()
13797
//-----------------------------------------------------------------------------
13798
13799
ImGuiViewport* ImGui::GetMainViewport()
13800
0
{
13801
0
    ImGuiContext& g = *GImGui;
13802
0
    return g.Viewports[0];
13803
0
}
13804
13805
// FIXME: This leaks access to viewports not listed in PlatformIO.Viewports[]. Problematic? (#4236)
13806
ImGuiViewport* ImGui::FindViewportByID(ImGuiID id)
13807
0
{
13808
0
    ImGuiContext& g = *GImGui;
13809
0
    for (int n = 0; n < g.Viewports.Size; n++)
13810
0
        if (g.Viewports[n]->ID == id)
13811
0
            return g.Viewports[n];
13812
0
    return NULL;
13813
0
}
13814
13815
ImGuiViewport* ImGui::FindViewportByPlatformHandle(void* platform_handle)
13816
0
{
13817
0
    ImGuiContext& g = *GImGui;
13818
0
    for (int i = 0; i != g.Viewports.Size; i++)
13819
0
        if (g.Viewports[i]->PlatformHandle == platform_handle)
13820
0
            return g.Viewports[i];
13821
0
    return NULL;
13822
0
}
13823
13824
void ImGui::SetCurrentViewport(ImGuiWindow* current_window, ImGuiViewportP* viewport)
13825
0
{
13826
0
    ImGuiContext& g = *GImGui;
13827
0
    (void)current_window;
13828
13829
0
    if (viewport)
13830
0
        viewport->LastFrameActive = g.FrameCount;
13831
0
    if (g.CurrentViewport == viewport)
13832
0
        return;
13833
0
    g.CurrentDpiScale = viewport ? viewport->DpiScale : 1.0f;
13834
0
    g.CurrentViewport = viewport;
13835
    //IMGUI_DEBUG_LOG_VIEWPORT("[viewport] SetCurrentViewport changed '%s' 0x%08X\n", current_window ? current_window->Name : NULL, viewport ? viewport->ID : 0);
13836
13837
    // Notify platform layer of viewport changes
13838
    // FIXME-DPI: This is only currently used for experimenting with handling of multiple DPI
13839
0
    if (g.CurrentViewport && g.PlatformIO.Platform_OnChangedViewport)
13840
0
        g.PlatformIO.Platform_OnChangedViewport(g.CurrentViewport);
13841
0
}
13842
13843
void ImGui::SetWindowViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13844
0
{
13845
    // Abandon viewport
13846
0
    if (window->ViewportOwned && window->Viewport->Window == window)
13847
0
        window->Viewport->Size = ImVec2(0.0f, 0.0f);
13848
13849
0
    window->Viewport = viewport;
13850
0
    window->ViewportId = viewport->ID;
13851
0
    window->ViewportOwned = (viewport->Window == window);
13852
0
}
13853
13854
static bool ImGui::GetWindowAlwaysWantOwnViewport(ImGuiWindow* window)
13855
0
{
13856
    // Tooltips and menus are not automatically forced into their own viewport when the NoMerge flag is set, however the multiplication of viewports makes them more likely to protrude and create their own.
13857
0
    ImGuiContext& g = *GImGui;
13858
0
    if (g.IO.ConfigViewportsNoAutoMerge || (window->WindowClass.ViewportFlagsOverrideSet & ImGuiViewportFlags_NoAutoMerge))
13859
0
        if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
13860
0
            if (!window->DockIsActive)
13861
0
                if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip)) == 0)
13862
0
                    if ((window->Flags & ImGuiWindowFlags_Popup) == 0 || (window->Flags & ImGuiWindowFlags_Modal) != 0)
13863
0
                        return true;
13864
0
    return false;
13865
0
}
13866
13867
static bool ImGui::UpdateTryMergeWindowIntoHostViewport(ImGuiWindow* window, ImGuiViewportP* viewport)
13868
0
{
13869
0
    ImGuiContext& g = *GImGui;
13870
0
    if (window->Viewport == viewport)
13871
0
        return false;
13872
0
    if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) == 0)
13873
0
        return false;
13874
0
    if ((viewport->Flags & ImGuiViewportFlags_IsMinimized) != 0)
13875
0
        return false;
13876
0
    if (!viewport->GetMainRect().Contains(window->Rect()))
13877
0
        return false;
13878
0
    if (GetWindowAlwaysWantOwnViewport(window))
13879
0
        return false;
13880
13881
    // FIXME: Can't use g.WindowsFocusOrder[] for root windows only as we care about Z order. If we maintained a DisplayOrder along with FocusOrder we could..
13882
0
    for (int n = 0; n < g.Windows.Size; n++)
13883
0
    {
13884
0
        ImGuiWindow* window_behind = g.Windows[n];
13885
0
        if (window_behind == window)
13886
0
            break;
13887
0
        if (window_behind->WasActive && window_behind->ViewportOwned && !(window_behind->Flags & ImGuiWindowFlags_ChildWindow))
13888
0
            if (window_behind->Viewport->GetMainRect().Overlaps(window->Rect()))
13889
0
                return false;
13890
0
    }
13891
13892
    // Move to the existing viewport, Move child/hosted windows as well (FIXME-OPT: iterate child)
13893
0
    ImGuiViewportP* old_viewport = window->Viewport;
13894
0
    if (window->ViewportOwned)
13895
0
        for (int n = 0; n < g.Windows.Size; n++)
13896
0
            if (g.Windows[n]->Viewport == old_viewport)
13897
0
                SetWindowViewport(g.Windows[n], viewport);
13898
0
    SetWindowViewport(window, viewport);
13899
0
    BringWindowToDisplayFront(window);
13900
13901
0
    return true;
13902
0
}
13903
13904
// FIXME: handle 0 to N host viewports
13905
static bool ImGui::UpdateTryMergeWindowIntoHostViewports(ImGuiWindow* window)
13906
0
{
13907
0
    ImGuiContext& g = *GImGui;
13908
0
    return UpdateTryMergeWindowIntoHostViewport(window, g.Viewports[0]);
13909
0
}
13910
13911
// Translate Dear ImGui windows when a Host Viewport has been moved
13912
// (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
13913
void ImGui::TranslateWindowsInViewport(ImGuiViewportP* viewport, const ImVec2& old_pos, const ImVec2& new_pos)
13914
0
{
13915
0
    ImGuiContext& g = *GImGui;
13916
0
    IM_ASSERT(viewport->Window == NULL && (viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows));
13917
13918
    // 1) We test if ImGuiConfigFlags_ViewportsEnable was just toggled, which allows us to conveniently
13919
    // translate imgui windows from OS-window-local to absolute coordinates or vice-versa.
13920
    // 2) If it's not going to fit into the new size, keep it at same absolute position.
13921
    // One problem with this is that most Win32 applications doesn't update their render while dragging,
13922
    // and so the window will appear to teleport when releasing the mouse.
13923
0
    const bool translate_all_windows = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != (g.ConfigFlagsLastFrame & ImGuiConfigFlags_ViewportsEnable);
13924
0
    ImRect test_still_fit_rect(old_pos, old_pos + viewport->Size);
13925
0
    ImVec2 delta_pos = new_pos - old_pos;
13926
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++) // FIXME-OPT
13927
0
        if (translate_all_windows || (g.Windows[window_n]->Viewport == viewport && test_still_fit_rect.Contains(g.Windows[window_n]->Rect())))
13928
0
            TranslateWindow(g.Windows[window_n], delta_pos);
13929
0
}
13930
13931
// Scale all windows (position, size). Use when e.g. changing DPI. (This is a lossy operation!)
13932
void ImGui::ScaleWindowsInViewport(ImGuiViewportP* viewport, float scale)
13933
0
{
13934
0
    ImGuiContext& g = *GImGui;
13935
0
    if (viewport->Window)
13936
0
    {
13937
0
        ScaleWindow(viewport->Window, scale);
13938
0
    }
13939
0
    else
13940
0
    {
13941
0
        for (int i = 0; i != g.Windows.Size; i++)
13942
0
            if (g.Windows[i]->Viewport == viewport)
13943
0
                ScaleWindow(g.Windows[i], scale);
13944
0
    }
13945
0
}
13946
13947
// If the backend doesn't set MouseLastHoveredViewport or doesn't honor ImGuiViewportFlags_NoInputs, we do a search ourselves.
13948
// A) It won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
13949
// B) It requires Platform_GetWindowFocus to be implemented by backend.
13950
ImGuiViewportP* ImGui::FindHoveredViewportFromPlatformWindowStack(const ImVec2& mouse_platform_pos)
13951
0
{
13952
0
    ImGuiContext& g = *GImGui;
13953
0
    ImGuiViewportP* best_candidate = NULL;
13954
0
    for (int n = 0; n < g.Viewports.Size; n++)
13955
0
    {
13956
0
        ImGuiViewportP* viewport = g.Viewports[n];
13957
0
        if (!(viewport->Flags & (ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_IsMinimized)) && viewport->GetMainRect().Contains(mouse_platform_pos))
13958
0
            if (best_candidate == NULL || best_candidate->LastFocusedStampCount < viewport->LastFocusedStampCount)
13959
0
                best_candidate = viewport;
13960
0
    }
13961
0
    return best_candidate;
13962
0
}
13963
13964
// Update viewports and monitor infos
13965
// Note that this is running even if 'ImGuiConfigFlags_ViewportsEnable' is not set, in order to clear unused viewports (if any) and update monitor info.
13966
static void ImGui::UpdateViewportsNewFrame()
13967
0
{
13968
0
    ImGuiContext& g = *GImGui;
13969
0
    IM_ASSERT(g.PlatformIO.Viewports.Size <= g.Viewports.Size);
13970
13971
    // Update Minimized status (we need it first in order to decide if we'll apply Pos/Size of the main viewport)
13972
    // Update Focused status
13973
0
    const bool viewports_enabled = (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable) != 0;
13974
0
    if (viewports_enabled)
13975
0
    {
13976
0
        ImGuiViewportP* focused_viewport = NULL;
13977
0
        for (int n = 0; n < g.Viewports.Size; n++)
13978
0
        {
13979
0
            ImGuiViewportP* viewport = g.Viewports[n];
13980
0
            const bool platform_funcs_available = viewport->PlatformWindowCreated;
13981
0
            if (g.PlatformIO.Platform_GetWindowMinimized && platform_funcs_available)
13982
0
            {
13983
0
                bool is_minimized = g.PlatformIO.Platform_GetWindowMinimized(viewport);
13984
0
                if (is_minimized)
13985
0
                    viewport->Flags |= ImGuiViewportFlags_IsMinimized;
13986
0
                else
13987
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsMinimized;
13988
0
            }
13989
13990
            // Update our implicit z-order knowledge of platform windows, which is used when the backend cannot provide io.MouseHoveredViewport.
13991
            // When setting Platform_GetWindowFocus, it is expected that the platform backend can handle calls without crashing if it doesn't have data stored.
13992
0
            if (g.PlatformIO.Platform_GetWindowFocus && platform_funcs_available)
13993
0
            {
13994
0
                bool is_focused = g.PlatformIO.Platform_GetWindowFocus(viewport);
13995
0
                if (is_focused)
13996
0
                    viewport->Flags |= ImGuiViewportFlags_IsFocused;
13997
0
                else
13998
0
                    viewport->Flags &= ~ImGuiViewportFlags_IsFocused;
13999
0
                if (is_focused)
14000
0
                    focused_viewport = viewport;
14001
0
            }
14002
0
        }
14003
14004
        // Focused viewport has changed?
14005
0
        if (focused_viewport && g.PlatformLastFocusedViewportId != focused_viewport->ID)
14006
0
        {
14007
            // Store a tag so we can infer z-order easily from all our windows
14008
            // We compare PlatformLastFocusedViewportId so newly created viewports with _NoFocusOnAppearing flag
14009
            // will keep the front most stamp instead of losing it back to their parent viewport.
14010
0
            if (focused_viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14011
0
                focused_viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14012
0
            g.PlatformLastFocusedViewportId = focused_viewport->ID;
14013
14014
            // Focus associated dear imgui window if focus didn't happen with a click within imgui boundaries (#6299)
14015
            // e.g. Clicking platform title bar.
14016
            // FIXME: perhaps 'FocusTopMostWindowUnderOne()' can handle the 'focused_window->Window != NULL' case as well.
14017
0
            if (!IsAnyMouseDown())
14018
0
            {
14019
0
                focused_viewport->LastFocusedHadNavWindow |= (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport); // Update so a window changing viewport won't lose focus.
14020
0
                ImGuiFocusRequestFlags focus_request_flags = ImGuiFocusRequestFlags_UnlessBelowModal | ImGuiFocusRequestFlags_RestoreFocusedChild;
14021
0
                if (focused_viewport->Window != NULL)
14022
0
                    FocusWindow(focused_viewport->Window, focus_request_flags);
14023
0
                else if (focused_viewport->LastFocusedHadNavWindow)
14024
0
                    FocusTopMostWindowUnderOne(NULL, NULL, focused_viewport, focus_request_flags); // Focus top most in viewport
14025
0
                else
14026
0
                    FocusWindow(NULL, focus_request_flags); // No window had focus last time viewport was focused
14027
0
            }
14028
0
        }
14029
0
        if (focused_viewport)
14030
0
            focused_viewport->LastFocusedHadNavWindow = (g.NavWindow != NULL) && (g.NavWindow->Viewport == focused_viewport);
14031
0
    }
14032
14033
    // Create/update main viewport with current platform position.
14034
    // FIXME-VIEWPORT: Size is driven by backend/user code for backward-compatibility but we should aim to make this more consistent.
14035
0
    ImGuiViewportP* main_viewport = g.Viewports[0];
14036
0
    IM_ASSERT(main_viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID);
14037
0
    IM_ASSERT(main_viewport->Window == NULL);
14038
0
    ImVec2 main_viewport_pos = viewports_enabled ? g.PlatformIO.Platform_GetWindowPos(main_viewport) : ImVec2(0.0f, 0.0f);
14039
0
    ImVec2 main_viewport_size = g.IO.DisplaySize;
14040
0
    if (viewports_enabled && (main_viewport->Flags & ImGuiViewportFlags_IsMinimized))
14041
0
    {
14042
0
        main_viewport_pos = main_viewport->Pos;    // Preserve last pos/size when minimized (FIXME: We don't do the same for Size outside of the viewport path)
14043
0
        main_viewport_size = main_viewport->Size;
14044
0
    }
14045
0
    AddUpdateViewport(NULL, IMGUI_VIEWPORT_DEFAULT_ID, main_viewport_pos, main_viewport_size, ImGuiViewportFlags_OwnedByApp | ImGuiViewportFlags_CanHostOtherWindows);
14046
14047
0
    g.CurrentDpiScale = 0.0f;
14048
0
    g.CurrentViewport = NULL;
14049
0
    g.MouseViewport = NULL;
14050
0
    for (int n = 0; n < g.Viewports.Size; n++)
14051
0
    {
14052
0
        ImGuiViewportP* viewport = g.Viewports[n];
14053
0
        viewport->Idx = n;
14054
14055
        // Erase unused viewports
14056
0
        if (n > 0 && viewport->LastFrameActive < g.FrameCount - 2)
14057
0
        {
14058
0
            DestroyViewport(viewport);
14059
0
            n--;
14060
0
            continue;
14061
0
        }
14062
14063
0
        const bool platform_funcs_available = viewport->PlatformWindowCreated;
14064
0
        if (viewports_enabled)
14065
0
        {
14066
            // Update Position and Size (from Platform Window to ImGui) if requested.
14067
            // We do it early in the frame instead of waiting for UpdatePlatformWindows() to avoid a frame of lag when moving/resizing using OS facilities.
14068
0
            if (!(viewport->Flags & ImGuiViewportFlags_IsMinimized) && platform_funcs_available)
14069
0
            {
14070
                // Viewport->WorkPos and WorkSize will be updated below
14071
0
                if (viewport->PlatformRequestMove)
14072
0
                    viewport->Pos = viewport->LastPlatformPos = g.PlatformIO.Platform_GetWindowPos(viewport);
14073
0
                if (viewport->PlatformRequestResize)
14074
0
                    viewport->Size = viewport->LastPlatformSize = g.PlatformIO.Platform_GetWindowSize(viewport);
14075
0
            }
14076
0
        }
14077
14078
        // Update/copy monitor info
14079
0
        UpdateViewportPlatformMonitor(viewport);
14080
14081
        // Lock down space taken by menu bars and status bars, reset the offset for functions like BeginMainMenuBar() to alter them again.
14082
0
        viewport->WorkOffsetMin = viewport->BuildWorkOffsetMin;
14083
0
        viewport->WorkOffsetMax = viewport->BuildWorkOffsetMax;
14084
0
        viewport->BuildWorkOffsetMin = viewport->BuildWorkOffsetMax = ImVec2(0.0f, 0.0f);
14085
0
        viewport->UpdateWorkRect();
14086
14087
        // Reset alpha every frame. Users of transparency (docking) needs to request a lower alpha back.
14088
0
        viewport->Alpha = 1.0f;
14089
14090
        // Translate Dear ImGui windows when a Host Viewport has been moved
14091
        // (This additionally keeps windows at the same place when ImGuiConfigFlags_ViewportsEnable is toggled!)
14092
0
        const ImVec2 viewport_delta_pos = viewport->Pos - viewport->LastPos;
14093
0
        if ((viewport->Flags & ImGuiViewportFlags_CanHostOtherWindows) && (viewport_delta_pos.x != 0.0f || viewport_delta_pos.y != 0.0f))
14094
0
            TranslateWindowsInViewport(viewport, viewport->LastPos, viewport->Pos);
14095
14096
        // Update DPI scale
14097
0
        float new_dpi_scale;
14098
0
        if (g.PlatformIO.Platform_GetWindowDpiScale && platform_funcs_available)
14099
0
            new_dpi_scale = g.PlatformIO.Platform_GetWindowDpiScale(viewport);
14100
0
        else if (viewport->PlatformMonitor != -1)
14101
0
            new_dpi_scale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14102
0
        else
14103
0
            new_dpi_scale = (viewport->DpiScale != 0.0f) ? viewport->DpiScale : 1.0f;
14104
0
        if (viewport->DpiScale != 0.0f && new_dpi_scale != viewport->DpiScale)
14105
0
        {
14106
0
            float scale_factor = new_dpi_scale / viewport->DpiScale;
14107
0
            if (g.IO.ConfigFlags & ImGuiConfigFlags_DpiEnableScaleViewports)
14108
0
                ScaleWindowsInViewport(viewport, scale_factor);
14109
            //if (viewport == GetMainViewport())
14110
            //    g.PlatformInterface.SetWindowSize(viewport, viewport->Size * scale_factor);
14111
14112
            // Scale our window moving pivot so that the window will rescale roughly around the mouse position.
14113
            // FIXME-VIEWPORT: This currently creates a resizing feedback loop when a window is straddling a DPI transition border.
14114
            // (Minor: since our sizes do not perfectly linearly scale, deferring the click offset scale until we know the actual window scale ratio may get us slightly more precise mouse positioning.)
14115
            //if (g.MovingWindow != NULL && g.MovingWindow->Viewport == viewport)
14116
            //    g.ActiveIdClickOffset = ImFloor(g.ActiveIdClickOffset * scale_factor);
14117
0
        }
14118
0
        viewport->DpiScale = new_dpi_scale;
14119
0
    }
14120
14121
    // Update fallback monitor
14122
0
    if (g.PlatformIO.Monitors.Size == 0)
14123
0
    {
14124
0
        ImGuiPlatformMonitor* monitor = &g.FallbackMonitor;
14125
0
        monitor->MainPos = main_viewport->Pos;
14126
0
        monitor->MainSize = main_viewport->Size;
14127
0
        monitor->WorkPos = main_viewport->WorkPos;
14128
0
        monitor->WorkSize = main_viewport->WorkSize;
14129
0
        monitor->DpiScale = main_viewport->DpiScale;
14130
0
    }
14131
14132
0
    if (!viewports_enabled)
14133
0
    {
14134
0
        g.MouseViewport = main_viewport;
14135
0
        return;
14136
0
    }
14137
14138
    // Mouse handling: decide on the actual mouse viewport for this frame between the active/focused viewport and the hovered viewport.
14139
    // Note that 'viewport_hovered' should skip over any viewport that has the ImGuiViewportFlags_NoInputs flags set.
14140
0
    ImGuiViewportP* viewport_hovered = NULL;
14141
0
    if (g.IO.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport)
14142
0
    {
14143
0
        viewport_hovered = g.IO.MouseHoveredViewport ? (ImGuiViewportP*)FindViewportByID(g.IO.MouseHoveredViewport) : NULL;
14144
0
        if (viewport_hovered && (viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14145
0
            viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos); // Backend failed to handle _NoInputs viewport: revert to our fallback.
14146
0
    }
14147
0
    else
14148
0
    {
14149
        // If the backend doesn't know how to honor ImGuiViewportFlags_NoInputs, we do a search ourselves. Note that this search:
14150
        // A) won't take account of the possibility that non-imgui windows may be in-between our dragged window and our target window.
14151
        // B) won't take account of how the backend apply parent<>child relationship to secondary viewports, which affects their Z order.
14152
        // C) uses LastFrameAsRefViewport as a flawed replacement for the last time a window was focused (we could/should fix that by introducing Focus functions in PlatformIO)
14153
0
        viewport_hovered = FindHoveredViewportFromPlatformWindowStack(g.IO.MousePos);
14154
0
    }
14155
0
    if (viewport_hovered != NULL)
14156
0
        g.MouseLastHoveredViewport = viewport_hovered;
14157
0
    else if (g.MouseLastHoveredViewport == NULL)
14158
0
        g.MouseLastHoveredViewport = g.Viewports[0];
14159
14160
    // Update mouse reference viewport
14161
    // (when moving a window we aim at its viewport, but this will be overwritten below if we go in drag and drop mode)
14162
    // (MovingViewport->Viewport will be NULL in the rare situation where the window disappared while moving, set UpdateMouseMovingWindowNewFrame() for details)
14163
0
    if (g.MovingWindow && g.MovingWindow->Viewport)
14164
0
        g.MouseViewport = g.MovingWindow->Viewport;
14165
0
    else
14166
0
        g.MouseViewport = g.MouseLastHoveredViewport;
14167
14168
    // When dragging something, always refer to the last hovered viewport.
14169
    // - when releasing a moving window we will revert to aiming behind (at viewport_hovered)
14170
    // - when we are between viewports, our dragged preview will tend to show in the last viewport _even_ if we don't have tooltips in their viewports (when lacking monitor info)
14171
    // - consider the case of holding on a menu item to browse child menus: even thou a mouse button is held, there's no active id because menu items only react on mouse release.
14172
    // FIXME-VIEWPORT: This is essentially broken, when ImGuiBackendFlags_HasMouseHoveredViewport is set we want to trust when viewport_hovered==NULL and use that.
14173
0
    const bool is_mouse_dragging_with_an_expected_destination = g.DragDropActive;
14174
0
    if (is_mouse_dragging_with_an_expected_destination && viewport_hovered == NULL)
14175
0
        viewport_hovered = g.MouseLastHoveredViewport;
14176
0
    if (is_mouse_dragging_with_an_expected_destination || g.ActiveId == 0 || !IsAnyMouseDown())
14177
0
        if (viewport_hovered != NULL && viewport_hovered != g.MouseViewport && !(viewport_hovered->Flags & ImGuiViewportFlags_NoInputs))
14178
0
            g.MouseViewport = viewport_hovered;
14179
14180
0
    IM_ASSERT(g.MouseViewport != NULL);
14181
0
}
14182
14183
// Update user-facing viewport list (g.Viewports -> g.PlatformIO.Viewports after filtering out some)
14184
static void ImGui::UpdateViewportsEndFrame()
14185
0
{
14186
0
    ImGuiContext& g = *GImGui;
14187
0
    g.PlatformIO.Viewports.resize(0);
14188
0
    for (int i = 0; i < g.Viewports.Size; i++)
14189
0
    {
14190
0
        ImGuiViewportP* viewport = g.Viewports[i];
14191
0
        viewport->LastPos = viewport->Pos;
14192
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0.0f || viewport->Size.y <= 0.0f)
14193
0
            if (i > 0) // Always include main viewport in the list
14194
0
                continue;
14195
0
        if (viewport->Window && !IsWindowActiveAndVisible(viewport->Window))
14196
0
            continue;
14197
0
        if (i > 0)
14198
0
            IM_ASSERT(viewport->Window != NULL);
14199
0
        g.PlatformIO.Viewports.push_back(viewport);
14200
0
    }
14201
0
    g.Viewports[0]->ClearRequestFlags(); // Clear main viewport flags because UpdatePlatformWindows() won't do it and may not even be called
14202
0
}
14203
14204
// FIXME: We should ideally refactor the system to call this every frame (we currently don't)
14205
ImGuiViewportP* ImGui::AddUpdateViewport(ImGuiWindow* window, ImGuiID id, const ImVec2& pos, const ImVec2& size, ImGuiViewportFlags flags)
14206
0
{
14207
0
    ImGuiContext& g = *GImGui;
14208
0
    IM_ASSERT(id != 0);
14209
14210
0
    flags |= ImGuiViewportFlags_IsPlatformWindow;
14211
0
    if (window != NULL)
14212
0
    {
14213
0
        if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window)
14214
0
            flags |= ImGuiViewportFlags_NoInputs | ImGuiViewportFlags_NoFocusOnAppearing;
14215
0
        if ((window->Flags & ImGuiWindowFlags_NoMouseInputs) && (window->Flags & ImGuiWindowFlags_NoNavInputs))
14216
0
            flags |= ImGuiViewportFlags_NoInputs;
14217
0
        if (window->Flags & ImGuiWindowFlags_NoFocusOnAppearing)
14218
0
            flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14219
0
    }
14220
14221
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)FindViewportByID(id);
14222
0
    if (viewport)
14223
0
    {
14224
        // Always update for main viewport as we are already pulling correct platform pos/size (see #4900)
14225
0
        if (!viewport->PlatformRequestMove || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14226
0
            viewport->Pos = pos;
14227
0
        if (!viewport->PlatformRequestResize || viewport->ID == IMGUI_VIEWPORT_DEFAULT_ID)
14228
0
            viewport->Size = size;
14229
0
        viewport->Flags = flags | (viewport->Flags & (ImGuiViewportFlags_IsMinimized | ImGuiViewportFlags_IsFocused)); // Preserve existing flags
14230
0
    }
14231
0
    else
14232
0
    {
14233
        // New viewport
14234
0
        viewport = IM_NEW(ImGuiViewportP)();
14235
0
        viewport->ID = id;
14236
0
        viewport->Idx = g.Viewports.Size;
14237
0
        viewport->Pos = viewport->LastPos = pos;
14238
0
        viewport->Size = size;
14239
0
        viewport->Flags = flags;
14240
0
        UpdateViewportPlatformMonitor(viewport);
14241
0
        g.Viewports.push_back(viewport);
14242
0
        IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Add Viewport %08X '%s'\n", id, window ? window->Name : "<NULL>");
14243
14244
        // We normally setup for all viewports in NewFrame() but here need to handle the mid-frame creation of a new viewport.
14245
        // We need to extend the fullscreen clip rect so the OverlayDrawList clip is correct for that the first frame
14246
0
        g.DrawListSharedData.ClipRectFullscreen.x = ImMin(g.DrawListSharedData.ClipRectFullscreen.x, viewport->Pos.x);
14247
0
        g.DrawListSharedData.ClipRectFullscreen.y = ImMin(g.DrawListSharedData.ClipRectFullscreen.y, viewport->Pos.y);
14248
0
        g.DrawListSharedData.ClipRectFullscreen.z = ImMax(g.DrawListSharedData.ClipRectFullscreen.z, viewport->Pos.x + viewport->Size.x);
14249
0
        g.DrawListSharedData.ClipRectFullscreen.w = ImMax(g.DrawListSharedData.ClipRectFullscreen.w, viewport->Pos.y + viewport->Size.y);
14250
14251
        // Store initial DpiScale before the OS platform window creation, based on expected monitor data.
14252
        // This is so we can select an appropriate font size on the first frame of our window lifetime
14253
0
        if (viewport->PlatformMonitor != -1)
14254
0
            viewport->DpiScale = g.PlatformIO.Monitors[viewport->PlatformMonitor].DpiScale;
14255
0
    }
14256
14257
0
    viewport->Window = window;
14258
0
    viewport->LastFrameActive = g.FrameCount;
14259
0
    viewport->UpdateWorkRect();
14260
0
    IM_ASSERT(window == NULL || viewport->ID == window->ID);
14261
14262
0
    if (window != NULL)
14263
0
        window->ViewportOwned = true;
14264
14265
0
    return viewport;
14266
0
}
14267
14268
static void ImGui::DestroyViewport(ImGuiViewportP* viewport)
14269
0
{
14270
    // Clear references to this viewport in windows (window->ViewportId becomes the master data)
14271
0
    ImGuiContext& g = *GImGui;
14272
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
14273
0
    {
14274
0
        ImGuiWindow* window = g.Windows[window_n];
14275
0
        if (window->Viewport != viewport)
14276
0
            continue;
14277
0
        window->Viewport = NULL;
14278
0
        window->ViewportOwned = false;
14279
0
    }
14280
0
    if (viewport == g.MouseLastHoveredViewport)
14281
0
        g.MouseLastHoveredViewport = NULL;
14282
14283
    // Destroy
14284
0
    IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Delete Viewport %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14285
0
    DestroyPlatformWindow(viewport); // In most circumstances the platform window will already be destroyed here.
14286
0
    IM_ASSERT(g.PlatformIO.Viewports.contains(viewport) == false);
14287
0
    IM_ASSERT(g.Viewports[viewport->Idx] == viewport);
14288
0
    g.Viewports.erase(g.Viewports.Data + viewport->Idx);
14289
0
    IM_DELETE(viewport);
14290
0
}
14291
14292
// FIXME-VIEWPORT: This is all super messy and ought to be clarified or rewritten.
14293
static void ImGui::WindowSelectViewport(ImGuiWindow* window)
14294
0
{
14295
0
    ImGuiContext& g = *GImGui;
14296
0
    ImGuiWindowFlags flags = window->Flags;
14297
0
    window->ViewportAllowPlatformMonitorExtend = -1;
14298
14299
    // Restore main viewport if multi-viewport is not supported by the backend
14300
0
    ImGuiViewportP* main_viewport = (ImGuiViewportP*)(void*)GetMainViewport();
14301
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14302
0
    {
14303
0
        SetWindowViewport(window, main_viewport);
14304
0
        return;
14305
0
    }
14306
0
    window->ViewportOwned = false;
14307
14308
    // Appearing popups reset their viewport so they can inherit again
14309
0
    if ((flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && window->Appearing)
14310
0
    {
14311
0
        window->Viewport = NULL;
14312
0
        window->ViewportId = 0;
14313
0
    }
14314
14315
0
    if ((g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport) == 0)
14316
0
    {
14317
        // By default inherit from parent window
14318
0
        if (window->Viewport == NULL && window->ParentWindow && (!window->ParentWindow->IsFallbackWindow || window->ParentWindow->WasActive))
14319
0
            window->Viewport = window->ParentWindow->Viewport;
14320
14321
        // Attempt to restore saved viewport id (= window that hasn't been activated yet), try to restore the viewport based on saved 'window->ViewportPos' restored from .ini file
14322
0
        if (window->Viewport == NULL && window->ViewportId != 0)
14323
0
        {
14324
0
            window->Viewport = (ImGuiViewportP*)FindViewportByID(window->ViewportId);
14325
0
            if (window->Viewport == NULL && window->ViewportPos.x != FLT_MAX && window->ViewportPos.y != FLT_MAX)
14326
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->ViewportPos, window->Size, ImGuiViewportFlags_None);
14327
0
        }
14328
0
    }
14329
14330
0
    bool lock_viewport = false;
14331
0
    if (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasViewport)
14332
0
    {
14333
        // Code explicitly request a viewport
14334
0
        window->Viewport = (ImGuiViewportP*)FindViewportByID(g.NextWindowData.ViewportId);
14335
0
        window->ViewportId = g.NextWindowData.ViewportId; // Store ID even if Viewport isn't resolved yet.
14336
0
        lock_viewport = true;
14337
0
    }
14338
0
    else if ((flags & ImGuiWindowFlags_ChildWindow) || (flags & ImGuiWindowFlags_ChildMenu))
14339
0
    {
14340
        // Always inherit viewport from parent window
14341
0
        if (window->DockNode && window->DockNode->HostWindow)
14342
0
            IM_ASSERT(window->DockNode->HostWindow->Viewport == window->ParentWindow->Viewport);
14343
0
        window->Viewport = window->ParentWindow->Viewport;
14344
0
    }
14345
0
    else if (window->DockNode && window->DockNode->HostWindow)
14346
0
    {
14347
        // This covers the "always inherit viewport from parent window" case for when a window reattach to a node that was just created mid-frame
14348
0
        window->Viewport = window->DockNode->HostWindow->Viewport;
14349
0
    }
14350
0
    else if (flags & ImGuiWindowFlags_Tooltip)
14351
0
    {
14352
0
        window->Viewport = g.MouseViewport;
14353
0
    }
14354
0
    else if (GetWindowAlwaysWantOwnViewport(window))
14355
0
    {
14356
0
        window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14357
0
    }
14358
0
    else if (g.MovingWindow && g.MovingWindow->RootWindowDockTree == window && IsMousePosValid())
14359
0
    {
14360
0
        if (window->Viewport != NULL && window->Viewport->Window == window)
14361
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14362
0
    }
14363
0
    else
14364
0
    {
14365
        // Merge into host viewport?
14366
        // We cannot test window->ViewportOwned as it set lower in the function.
14367
        // Testing (g.ActiveId == 0 || g.ActiveIdAllowOverlap) to avoid merging during a short-term widget interaction. Main intent was to avoid during resize (see #4212)
14368
0
        bool try_to_merge_into_host_viewport = (window->Viewport && window == window->Viewport->Window && (g.ActiveId == 0 || g.ActiveIdAllowOverlap));
14369
0
        if (try_to_merge_into_host_viewport)
14370
0
            UpdateTryMergeWindowIntoHostViewports(window);
14371
0
    }
14372
14373
    // Fallback: merge in default viewport if z-order matches, otherwise create a new viewport
14374
0
    if (window->Viewport == NULL)
14375
0
        if (!UpdateTryMergeWindowIntoHostViewport(window, main_viewport))
14376
0
            window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_None);
14377
14378
    // Mark window as allowed to protrude outside of its viewport and into the current monitor
14379
0
    if (!lock_viewport)
14380
0
    {
14381
0
        if (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup))
14382
0
        {
14383
            // We need to take account of the possibility that mouse may become invalid.
14384
            // Popups/Tooltip always set ViewportAllowPlatformMonitorExtend so GetWindowAllowedExtentRect() will return full monitor bounds.
14385
0
            ImVec2 mouse_ref = (flags & ImGuiWindowFlags_Tooltip) ? g.IO.MousePos : g.BeginPopupStack.back().OpenMousePos;
14386
0
            bool use_mouse_ref = (g.NavDisableHighlight || !g.NavDisableMouseHover || !g.NavWindow);
14387
0
            bool mouse_valid = IsMousePosValid(&mouse_ref);
14388
0
            if ((window->Appearing || (flags & (ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_ChildMenu))) && (!use_mouse_ref || mouse_valid))
14389
0
                window->ViewportAllowPlatformMonitorExtend = FindPlatformMonitorForPos((use_mouse_ref && mouse_valid) ? mouse_ref : NavCalcPreferredRefPos());
14390
0
            else
14391
0
                window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14392
0
        }
14393
0
        else if (window->Viewport && window != window->Viewport->Window && window->Viewport->Window && !(flags & ImGuiWindowFlags_ChildWindow) && window->DockNode == NULL)
14394
0
        {
14395
            // When called from Begin() we don't have access to a proper version of the Hidden flag yet, so we replicate this code.
14396
0
            const bool will_be_visible = (window->DockIsActive && !window->DockTabIsVisible) ? false : true;
14397
0
            if ((window->Flags & ImGuiWindowFlags_DockNodeHost) && window->Viewport->LastFrameActive < g.FrameCount && will_be_visible)
14398
0
            {
14399
                // Steal/transfer ownership
14400
0
                IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Window '%s' steal Viewport %08X from Window '%s'\n", window->Name, window->Viewport->ID, window->Viewport->Window->Name);
14401
0
                window->Viewport->Window = window;
14402
0
                window->Viewport->ID = window->ID;
14403
0
                window->Viewport->LastNameHash = 0;
14404
0
            }
14405
0
            else if (!UpdateTryMergeWindowIntoHostViewports(window)) // Merge?
14406
0
            {
14407
                // New viewport
14408
0
                window->Viewport = AddUpdateViewport(window, window->ID, window->Pos, window->Size, ImGuiViewportFlags_NoFocusOnAppearing);
14409
0
            }
14410
0
        }
14411
0
        else if (window->ViewportAllowPlatformMonitorExtend < 0 && (flags & ImGuiWindowFlags_ChildWindow) == 0)
14412
0
        {
14413
            // Regular (non-child, non-popup) windows by default are also allowed to protrude
14414
            // Child windows are kept contained within their parent.
14415
0
            window->ViewportAllowPlatformMonitorExtend = window->Viewport->PlatformMonitor;
14416
0
        }
14417
0
    }
14418
14419
    // Update flags
14420
0
    window->ViewportOwned = (window == window->Viewport->Window);
14421
0
    window->ViewportId = window->Viewport->ID;
14422
14423
    // If the OS window has a title bar, hide our imgui title bar
14424
    //if (window->ViewportOwned && !(window->Viewport->Flags & ImGuiViewportFlags_NoDecoration))
14425
    //    window->Flags |= ImGuiWindowFlags_NoTitleBar;
14426
0
}
14427
14428
void ImGui::WindowSyncOwnedViewport(ImGuiWindow* window, ImGuiWindow* parent_window_in_stack)
14429
0
{
14430
0
    ImGuiContext& g = *GImGui;
14431
14432
0
    bool viewport_rect_changed = false;
14433
14434
    // Synchronize window --> viewport in most situations
14435
    // Synchronize viewport -> window in case the platform window has been moved or resized from the OS/WM
14436
0
    if (window->Viewport->PlatformRequestMove)
14437
0
    {
14438
0
        window->Pos = window->Viewport->Pos;
14439
0
        MarkIniSettingsDirty(window);
14440
0
    }
14441
0
    else if (memcmp(&window->Viewport->Pos, &window->Pos, sizeof(window->Pos)) != 0)
14442
0
    {
14443
0
        viewport_rect_changed = true;
14444
0
        window->Viewport->Pos = window->Pos;
14445
0
    }
14446
14447
0
    if (window->Viewport->PlatformRequestResize)
14448
0
    {
14449
0
        window->Size = window->SizeFull = window->Viewport->Size;
14450
0
        MarkIniSettingsDirty(window);
14451
0
    }
14452
0
    else if (memcmp(&window->Viewport->Size, &window->Size, sizeof(window->Size)) != 0)
14453
0
    {
14454
0
        viewport_rect_changed = true;
14455
0
        window->Viewport->Size = window->Size;
14456
0
    }
14457
0
    window->Viewport->UpdateWorkRect();
14458
14459
    // The viewport may have changed monitor since the global update in UpdateViewportsNewFrame()
14460
    // Either a SetNextWindowPos() call in the current frame or a SetWindowPos() call in the previous frame may have this effect.
14461
0
    if (viewport_rect_changed)
14462
0
        UpdateViewportPlatformMonitor(window->Viewport);
14463
14464
    // Update common viewport flags
14465
0
    const ImGuiViewportFlags viewport_flags_to_clear = ImGuiViewportFlags_TopMost | ImGuiViewportFlags_NoTaskBarIcon | ImGuiViewportFlags_NoDecoration | ImGuiViewportFlags_NoRendererClear;
14466
0
    ImGuiViewportFlags viewport_flags = window->Viewport->Flags & ~viewport_flags_to_clear;
14467
0
    ImGuiWindowFlags window_flags = window->Flags;
14468
0
    const bool is_modal = (window_flags & ImGuiWindowFlags_Modal) != 0;
14469
0
    const bool is_short_lived_floating_window = (window_flags & (ImGuiWindowFlags_ChildMenu | ImGuiWindowFlags_Tooltip | ImGuiWindowFlags_Popup)) != 0;
14470
0
    if (window_flags & ImGuiWindowFlags_Tooltip)
14471
0
        viewport_flags |= ImGuiViewportFlags_TopMost;
14472
0
    if ((g.IO.ConfigViewportsNoTaskBarIcon || is_short_lived_floating_window) && !is_modal)
14473
0
        viewport_flags |= ImGuiViewportFlags_NoTaskBarIcon;
14474
0
    if (g.IO.ConfigViewportsNoDecoration || is_short_lived_floating_window)
14475
0
        viewport_flags |= ImGuiViewportFlags_NoDecoration;
14476
14477
    // Not correct to set modal as topmost because:
14478
    // - Because other popups can be stacked above a modal (e.g. combo box in a modal)
14479
    // - ImGuiViewportFlags_TopMost is currently handled different in backends: in Win32 it is "appear top most" whereas in GLFW and SDL it is "stay topmost"
14480
    //if (flags & ImGuiWindowFlags_Modal)
14481
    //    viewport_flags |= ImGuiViewportFlags_TopMost;
14482
14483
    // For popups and menus that may be protruding out of their parent viewport, we enable _NoFocusOnClick so that clicking on them
14484
    // won't steal the OS focus away from their parent window (which may be reflected in OS the title bar decoration).
14485
    // Setting _NoFocusOnClick would technically prevent us from bringing back to front in case they are being covered by an OS window from a different app,
14486
    // but it shouldn't be much of a problem considering those are already popups that are closed when clicking elsewhere.
14487
0
    if (is_short_lived_floating_window && !is_modal)
14488
0
        viewport_flags |= ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoFocusOnClick;
14489
14490
    // We can overwrite viewport flags using ImGuiWindowClass (advanced users)
14491
0
    if (window->WindowClass.ViewportFlagsOverrideSet)
14492
0
        viewport_flags |= window->WindowClass.ViewportFlagsOverrideSet;
14493
0
    if (window->WindowClass.ViewportFlagsOverrideClear)
14494
0
        viewport_flags &= ~window->WindowClass.ViewportFlagsOverrideClear;
14495
14496
    // We can also tell the backend that clearing the platform window won't be necessary,
14497
    // as our window background is filling the viewport and we have disabled BgAlpha.
14498
    // FIXME: Work on support for per-viewport transparency (#2766)
14499
0
    if (!(window_flags & ImGuiWindowFlags_NoBackground))
14500
0
        viewport_flags |= ImGuiViewportFlags_NoRendererClear;
14501
14502
0
    window->Viewport->Flags = viewport_flags;
14503
14504
    // Update parent viewport ID
14505
    // (the !IsFallbackWindow test mimic the one done in WindowSelectViewport())
14506
0
    if (window->WindowClass.ParentViewportId != (ImGuiID)-1)
14507
0
        window->Viewport->ParentViewportId = window->WindowClass.ParentViewportId;
14508
0
    else if ((window_flags & (ImGuiWindowFlags_Popup | ImGuiWindowFlags_Tooltip)) && parent_window_in_stack && (!parent_window_in_stack->IsFallbackWindow || parent_window_in_stack->WasActive))
14509
0
        window->Viewport->ParentViewportId = parent_window_in_stack->Viewport->ID;
14510
0
    else
14511
0
        window->Viewport->ParentViewportId = g.IO.ConfigViewportsNoDefaultParent ? 0 : IMGUI_VIEWPORT_DEFAULT_ID;
14512
0
}
14513
14514
// Called by user at the end of the main loop, after EndFrame()
14515
// This will handle the creation/update of all OS windows via function defined in the ImGuiPlatformIO api.
14516
void ImGui::UpdatePlatformWindows()
14517
0
{
14518
0
    ImGuiContext& g = *GImGui;
14519
0
    IM_ASSERT(g.FrameCountEnded == g.FrameCount && "Forgot to call Render() or EndFrame() before UpdatePlatformWindows()?");
14520
0
    IM_ASSERT(g.FrameCountPlatformEnded < g.FrameCount);
14521
0
    g.FrameCountPlatformEnded = g.FrameCount;
14522
0
    if (!(g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable))
14523
0
        return;
14524
14525
    // Create/resize/destroy platform windows to match each active viewport.
14526
    // Skip the main viewport (index 0), which is always fully handled by the application!
14527
0
    for (int i = 1; i < g.Viewports.Size; i++)
14528
0
    {
14529
0
        ImGuiViewportP* viewport = g.Viewports[i];
14530
14531
        // Destroy platform window if the viewport hasn't been submitted or if it is hosting a hidden window
14532
        // (the implicit/fallback Debug##Default window will be registering its viewport then be disabled, causing a dummy DestroyPlatformWindow to be made each frame)
14533
0
        bool destroy_platform_window = false;
14534
0
        destroy_platform_window |= (viewport->LastFrameActive < g.FrameCount - 1);
14535
0
        destroy_platform_window |= (viewport->Window && !IsWindowActiveAndVisible(viewport->Window));
14536
0
        if (destroy_platform_window)
14537
0
        {
14538
0
            DestroyPlatformWindow(viewport);
14539
0
            continue;
14540
0
        }
14541
14542
        // New windows that appears directly in a new viewport won't always have a size on their first frame
14543
0
        if (viewport->LastFrameActive < g.FrameCount || viewport->Size.x <= 0 || viewport->Size.y <= 0)
14544
0
            continue;
14545
14546
        // Create window
14547
0
        const bool is_new_platform_window = (viewport->PlatformWindowCreated == false);
14548
0
        if (is_new_platform_window)
14549
0
        {
14550
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Create Platform Window %08X '%s'\n", viewport->ID, viewport->Window ? viewport->Window->Name : "n/a");
14551
0
            g.PlatformIO.Platform_CreateWindow(viewport);
14552
0
            if (g.PlatformIO.Renderer_CreateWindow != NULL)
14553
0
                g.PlatformIO.Renderer_CreateWindow(viewport);
14554
0
            viewport->LastNameHash = 0;
14555
0
            viewport->LastPlatformPos = viewport->LastPlatformSize = ImVec2(FLT_MAX, FLT_MAX); // By clearing those we'll enforce a call to Platform_SetWindowPos/Size below, before Platform_ShowWindow (FIXME: Is that necessary?)
14556
0
            viewport->LastRendererSize = viewport->Size;                                       // We don't need to call Renderer_SetWindowSize() as it is expected Renderer_CreateWindow() already did it.
14557
0
            viewport->PlatformWindowCreated = true;
14558
0
        }
14559
14560
        // Apply Position and Size (from ImGui to Platform/Renderer backends)
14561
0
        if ((viewport->LastPlatformPos.x != viewport->Pos.x || viewport->LastPlatformPos.y != viewport->Pos.y) && !viewport->PlatformRequestMove)
14562
0
            g.PlatformIO.Platform_SetWindowPos(viewport, viewport->Pos);
14563
0
        if ((viewport->LastPlatformSize.x != viewport->Size.x || viewport->LastPlatformSize.y != viewport->Size.y) && !viewport->PlatformRequestResize)
14564
0
            g.PlatformIO.Platform_SetWindowSize(viewport, viewport->Size);
14565
0
        if ((viewport->LastRendererSize.x != viewport->Size.x || viewport->LastRendererSize.y != viewport->Size.y) && g.PlatformIO.Renderer_SetWindowSize)
14566
0
            g.PlatformIO.Renderer_SetWindowSize(viewport, viewport->Size);
14567
0
        viewport->LastPlatformPos = viewport->Pos;
14568
0
        viewport->LastPlatformSize = viewport->LastRendererSize = viewport->Size;
14569
14570
        // Update title bar (if it changed)
14571
0
        if (ImGuiWindow* window_for_title = GetWindowForTitleDisplay(viewport->Window))
14572
0
        {
14573
0
            const char* title_begin = window_for_title->Name;
14574
0
            char* title_end = (char*)(intptr_t)FindRenderedTextEnd(title_begin);
14575
0
            const ImGuiID title_hash = ImHashStr(title_begin, title_end - title_begin);
14576
0
            if (viewport->LastNameHash != title_hash)
14577
0
            {
14578
0
                char title_end_backup_c = *title_end;
14579
0
                *title_end = 0; // Cut existing buffer short instead of doing an alloc/free, no small gain.
14580
0
                g.PlatformIO.Platform_SetWindowTitle(viewport, title_begin);
14581
0
                *title_end = title_end_backup_c;
14582
0
                viewport->LastNameHash = title_hash;
14583
0
            }
14584
0
        }
14585
14586
        // Update alpha (if it changed)
14587
0
        if (viewport->LastAlpha != viewport->Alpha && g.PlatformIO.Platform_SetWindowAlpha)
14588
0
            g.PlatformIO.Platform_SetWindowAlpha(viewport, viewport->Alpha);
14589
0
        viewport->LastAlpha = viewport->Alpha;
14590
14591
        // Optional, general purpose call to allow the backend to perform general book-keeping even if things haven't changed.
14592
0
        if (g.PlatformIO.Platform_UpdateWindow)
14593
0
            g.PlatformIO.Platform_UpdateWindow(viewport);
14594
14595
0
        if (is_new_platform_window)
14596
0
        {
14597
            // On startup ensure new platform window don't steal focus (give it a few frames, as nested contents may lead to viewport being created a few frames late)
14598
0
            if (g.FrameCount < 3)
14599
0
                viewport->Flags |= ImGuiViewportFlags_NoFocusOnAppearing;
14600
14601
            // Show window
14602
0
            g.PlatformIO.Platform_ShowWindow(viewport);
14603
14604
            // Even without focus, we assume the window becomes front-most.
14605
            // This is useful for our platform z-order heuristic when io.MouseHoveredViewport is not available.
14606
0
            if (viewport->LastFocusedStampCount != g.ViewportFocusedStampCount)
14607
0
                viewport->LastFocusedStampCount = ++g.ViewportFocusedStampCount;
14608
0
        }
14609
14610
        // Clear request flags
14611
0
        viewport->ClearRequestFlags();
14612
0
    }
14613
0
}
14614
14615
// This is a default/basic function for performing the rendering/swap of multiple Platform Windows.
14616
// Custom renderers may prefer to not call this function at all, and instead iterate the publicly exposed platform data and handle rendering/sync themselves.
14617
// The Render/Swap functions stored in ImGuiPlatformIO are merely here to allow for this helper to exist, but you can do it yourself:
14618
//
14619
//    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14620
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14621
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14622
//            MyRenderFunction(platform_io.Viewports[i], my_args);
14623
//    for (int i = 1; i < platform_io.Viewports.Size; i++)
14624
//        if ((platform_io.Viewports[i]->Flags & ImGuiViewportFlags_Minimized) == 0)
14625
//            MySwapBufferFunction(platform_io.Viewports[i], my_args);
14626
//
14627
void ImGui::RenderPlatformWindowsDefault(void* platform_render_arg, void* renderer_render_arg)
14628
0
{
14629
    // Skip the main viewport (index 0), which is always fully handled by the application!
14630
0
    ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO();
14631
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14632
0
    {
14633
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14634
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14635
0
            continue;
14636
0
        if (platform_io.Platform_RenderWindow) platform_io.Platform_RenderWindow(viewport, platform_render_arg);
14637
0
        if (platform_io.Renderer_RenderWindow) platform_io.Renderer_RenderWindow(viewport, renderer_render_arg);
14638
0
    }
14639
0
    for (int i = 1; i < platform_io.Viewports.Size; i++)
14640
0
    {
14641
0
        ImGuiViewport* viewport = platform_io.Viewports[i];
14642
0
        if (viewport->Flags & ImGuiViewportFlags_IsMinimized)
14643
0
            continue;
14644
0
        if (platform_io.Platform_SwapBuffers) platform_io.Platform_SwapBuffers(viewport, platform_render_arg);
14645
0
        if (platform_io.Renderer_SwapBuffers) platform_io.Renderer_SwapBuffers(viewport, renderer_render_arg);
14646
0
    }
14647
0
}
14648
14649
static int ImGui::FindPlatformMonitorForPos(const ImVec2& pos)
14650
0
{
14651
0
    ImGuiContext& g = *GImGui;
14652
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size; monitor_n++)
14653
0
    {
14654
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14655
0
        if (ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize).Contains(pos))
14656
0
            return monitor_n;
14657
0
    }
14658
0
    return -1;
14659
0
}
14660
14661
// Search for the monitor with the largest intersection area with the given rectangle
14662
// We generally try to avoid searching loops but the monitor count should be very small here
14663
// FIXME-OPT: We could test the last monitor used for that viewport first, and early
14664
static int ImGui::FindPlatformMonitorForRect(const ImRect& rect)
14665
0
{
14666
0
    ImGuiContext& g = *GImGui;
14667
14668
0
    const int monitor_count = g.PlatformIO.Monitors.Size;
14669
0
    if (monitor_count <= 1)
14670
0
        return monitor_count - 1;
14671
14672
    // Use a minimum threshold of 1.0f so a zero-sized rect won't false positive, and will still find the correct monitor given its position.
14673
    // This is necessary for tooltips which always resize down to zero at first.
14674
0
    const float surface_threshold = ImMax(rect.GetWidth() * rect.GetHeight() * 0.5f, 1.0f);
14675
0
    int best_monitor_n = -1;
14676
0
    float best_monitor_surface = 0.001f;
14677
14678
0
    for (int monitor_n = 0; monitor_n < g.PlatformIO.Monitors.Size && best_monitor_surface < surface_threshold; monitor_n++)
14679
0
    {
14680
0
        const ImGuiPlatformMonitor& monitor = g.PlatformIO.Monitors[monitor_n];
14681
0
        const ImRect monitor_rect = ImRect(monitor.MainPos, monitor.MainPos + monitor.MainSize);
14682
0
        if (monitor_rect.Contains(rect))
14683
0
            return monitor_n;
14684
0
        ImRect overlapping_rect = rect;
14685
0
        overlapping_rect.ClipWithFull(monitor_rect);
14686
0
        float overlapping_surface = overlapping_rect.GetWidth() * overlapping_rect.GetHeight();
14687
0
        if (overlapping_surface < best_monitor_surface)
14688
0
            continue;
14689
0
        best_monitor_surface = overlapping_surface;
14690
0
        best_monitor_n = monitor_n;
14691
0
    }
14692
0
    return best_monitor_n;
14693
0
}
14694
14695
// Update monitor from viewport rectangle (we'll use this info to clamp windows and save windows lost in a removed monitor)
14696
static void ImGui::UpdateViewportPlatformMonitor(ImGuiViewportP* viewport)
14697
0
{
14698
0
    viewport->PlatformMonitor = (short)FindPlatformMonitorForRect(viewport->GetMainRect());
14699
0
}
14700
14701
// Return value is always != NULL, but don't hold on it across frames.
14702
const ImGuiPlatformMonitor* ImGui::GetViewportPlatformMonitor(ImGuiViewport* viewport_p)
14703
0
{
14704
0
    ImGuiContext& g = *GImGui;
14705
0
    ImGuiViewportP* viewport = (ImGuiViewportP*)(void*)viewport_p;
14706
0
    int monitor_idx = viewport->PlatformMonitor;
14707
0
    if (monitor_idx >= 0 && monitor_idx < g.PlatformIO.Monitors.Size)
14708
0
        return &g.PlatformIO.Monitors[monitor_idx];
14709
0
    return &g.FallbackMonitor;
14710
0
}
14711
14712
void ImGui::DestroyPlatformWindow(ImGuiViewportP* viewport)
14713
0
{
14714
0
    ImGuiContext& g = *GImGui;
14715
0
    if (viewport->PlatformWindowCreated)
14716
0
    {
14717
0
        if (g.PlatformIO.Renderer_DestroyWindow)
14718
0
            g.PlatformIO.Renderer_DestroyWindow(viewport);
14719
0
        if (g.PlatformIO.Platform_DestroyWindow)
14720
0
            g.PlatformIO.Platform_DestroyWindow(viewport);
14721
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL);
14722
14723
        // Don't clear PlatformWindowCreated for the main viewport, as we initially set that up to true in Initialize()
14724
        // The righter way may be to leave it to the backend to set this flag all-together, and made the flag public.
14725
0
        if (viewport->ID != IMGUI_VIEWPORT_DEFAULT_ID)
14726
0
            viewport->PlatformWindowCreated = false;
14727
0
    }
14728
0
    else
14729
0
    {
14730
0
        IM_ASSERT(viewport->RendererUserData == NULL && viewport->PlatformUserData == NULL && viewport->PlatformHandle == NULL);
14731
0
    }
14732
0
    viewport->RendererUserData = viewport->PlatformUserData = viewport->PlatformHandle = NULL;
14733
0
    viewport->ClearRequestFlags();
14734
0
}
14735
14736
void ImGui::DestroyPlatformWindows()
14737
0
{
14738
    // We call the destroy window on every viewport (including the main viewport, index 0) to give a chance to the backend
14739
    // to clear any data they may have stored in e.g. PlatformUserData, RendererUserData.
14740
    // It is convenient for the platform backend code to store something in the main viewport, in order for e.g. the mouse handling
14741
    // code to operator a consistent manner.
14742
    // It is expected that the backend can handle calls to Renderer_DestroyWindow/Platform_DestroyWindow without
14743
    // crashing if it doesn't have data stored.
14744
0
    ImGuiContext& g = *GImGui;
14745
0
    for (int i = 0; i < g.Viewports.Size; i++)
14746
0
        DestroyPlatformWindow(g.Viewports[i]);
14747
0
}
14748
14749
14750
//-----------------------------------------------------------------------------
14751
// [SECTION] DOCKING
14752
//-----------------------------------------------------------------------------
14753
// Docking: Internal Types
14754
// Docking: Forward Declarations
14755
// Docking: ImGuiDockContext
14756
// Docking: ImGuiDockContext Docking/Undocking functions
14757
// Docking: ImGuiDockNode
14758
// Docking: ImGuiDockNode Tree manipulation functions
14759
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
14760
// Docking: Builder Functions
14761
// Docking: Begin/End Support Functions (called from Begin/End)
14762
// Docking: Settings
14763
//-----------------------------------------------------------------------------
14764
14765
//-----------------------------------------------------------------------------
14766
// Typical Docking call flow: (root level is generally public API):
14767
//-----------------------------------------------------------------------------
14768
// - NewFrame()                               new dear imgui frame
14769
//    | DockContextNewFrameUpdateUndocking()  - process queued undocking requests
14770
//    | - DockContextProcessUndockWindow()    - process one window undocking request
14771
//    | - DockContextProcessUndockNode()      - process one whole node undocking request
14772
//    | DockContextNewFrameUpdateUndocking()  - process queue docking requests, create floating dock nodes
14773
//    | - update g.HoveredDockNode            - [debug] update node hovered by mouse
14774
//    | - DockContextProcessDock()            - process one docking request
14775
//    | - DockNodeUpdate()
14776
//    |   - DockNodeUpdateForRootNode()
14777
//    |     - DockNodeUpdateFlagsAndCollapse()
14778
//    |     - DockNodeFindInfo()
14779
//    |   - destroy unused node or tab bar
14780
//    |   - create dock node host window
14781
//    |      - Begin() etc.
14782
//    |   - DockNodeStartMouseMovingWindow()
14783
//    |   - DockNodeTreeUpdatePosSize()
14784
//    |   - DockNodeTreeUpdateSplitter()
14785
//    |   - draw node background
14786
//    |   - DockNodeUpdateTabBar()            - create/update tab bar for a docking node
14787
//    |     - DockNodeAddTabBar()
14788
//    |     - DockNodeUpdateWindowMenu()
14789
//    |     - DockNodeCalcTabBarLayout()
14790
//    |     - BeginTabBarEx()
14791
//    |     - TabItemEx() calls
14792
//    |     - EndTabBar()
14793
//    |   - BeginDockableDragDropTarget()
14794
//    |      - DockNodeUpdate()               - recurse into child nodes...
14795
//-----------------------------------------------------------------------------
14796
// - DockSpace()                              user submit a dockspace into a window
14797
//    | Begin(Child)                          - create a child window
14798
//    | DockNodeUpdate()                      - call main dock node update function
14799
//    | End(Child)
14800
//    | ItemSize()
14801
//-----------------------------------------------------------------------------
14802
// - Begin()
14803
//    | BeginDocked()
14804
//    | BeginDockableDragDropSource()
14805
//    | BeginDockableDragDropTarget()
14806
//    | - DockNodePreviewDockRender()
14807
//-----------------------------------------------------------------------------
14808
// - EndFrame()
14809
//    | DockContextEndFrame()
14810
//-----------------------------------------------------------------------------
14811
14812
//-----------------------------------------------------------------------------
14813
// Docking: Internal Types
14814
//-----------------------------------------------------------------------------
14815
// - ImGuiDockRequestType
14816
// - ImGuiDockRequest
14817
// - ImGuiDockPreviewData
14818
// - ImGuiDockNodeSettings
14819
// - ImGuiDockContext
14820
//-----------------------------------------------------------------------------
14821
14822
enum ImGuiDockRequestType
14823
{
14824
    ImGuiDockRequestType_None = 0,
14825
    ImGuiDockRequestType_Dock,
14826
    ImGuiDockRequestType_Undock,
14827
    ImGuiDockRequestType_Split                  // Split is the same as Dock but without a DockPayload
14828
};
14829
14830
struct ImGuiDockRequest
14831
{
14832
    ImGuiDockRequestType    Type;
14833
    ImGuiWindow*            DockTargetWindow;   // Destination/Target Window to dock into (may be a loose window or a DockNode, might be NULL in which case DockTargetNode cannot be NULL)
14834
    ImGuiDockNode*          DockTargetNode;     // Destination/Target Node to dock into
14835
    ImGuiWindow*            DockPayload;        // Source/Payload window to dock (may be a loose window or a DockNode), [Optional]
14836
    ImGuiDir                DockSplitDir;
14837
    float                   DockSplitRatio;
14838
    bool                    DockSplitOuter;
14839
    ImGuiWindow*            UndockTargetWindow;
14840
    ImGuiDockNode*          UndockTargetNode;
14841
14842
    ImGuiDockRequest()
14843
0
    {
14844
0
        Type = ImGuiDockRequestType_None;
14845
0
        DockTargetWindow = DockPayload = UndockTargetWindow = NULL;
14846
0
        DockTargetNode = UndockTargetNode = NULL;
14847
0
        DockSplitDir = ImGuiDir_None;
14848
0
        DockSplitRatio = 0.5f;
14849
0
        DockSplitOuter = false;
14850
0
    }
14851
};
14852
14853
struct ImGuiDockPreviewData
14854
{
14855
    ImGuiDockNode   FutureNode;
14856
    bool            IsDropAllowed;
14857
    bool            IsCenterAvailable;
14858
    bool            IsSidesAvailable;           // Hold your breath, grammar freaks..
14859
    bool            IsSplitDirExplicit;         // Set when hovered the drop rect (vs. implicit SplitDir==None when hovered the window)
14860
    ImGuiDockNode*  SplitNode;
14861
    ImGuiDir        SplitDir;
14862
    float           SplitRatio;
14863
    ImRect          DropRectsDraw[ImGuiDir_COUNT + 1];  // May be slightly different from hit-testing drop rects used in DockNodeCalcDropRects()
14864
14865
0
    ImGuiDockPreviewData() : FutureNode(0) { IsDropAllowed = IsCenterAvailable = IsSidesAvailable = IsSplitDirExplicit = false; SplitNode = NULL; SplitDir = ImGuiDir_None; SplitRatio = 0.f; for (int n = 0; n < IM_ARRAYSIZE(DropRectsDraw); n++) DropRectsDraw[n] = ImRect(+FLT_MAX, +FLT_MAX, -FLT_MAX, -FLT_MAX); }
14866
};
14867
14868
// Persistent Settings data, stored contiguously in SettingsNodes (sizeof() ~32 bytes)
14869
struct ImGuiDockNodeSettings
14870
{
14871
    ImGuiID             ID;
14872
    ImGuiID             ParentNodeId;
14873
    ImGuiID             ParentWindowId;
14874
    ImGuiID             SelectedTabId;
14875
    signed char         SplitAxis;
14876
    char                Depth;
14877
    ImGuiDockNodeFlags  Flags;                  // NB: We save individual flags one by one in ascii format (ImGuiDockNodeFlags_SavedFlagsMask_)
14878
    ImVec2ih            Pos;
14879
    ImVec2ih            Size;
14880
    ImVec2ih            SizeRef;
14881
0
    ImGuiDockNodeSettings() { memset(this, 0, sizeof(*this)); SplitAxis = ImGuiAxis_None; }
14882
};
14883
14884
//-----------------------------------------------------------------------------
14885
// Docking: Forward Declarations
14886
//-----------------------------------------------------------------------------
14887
14888
namespace ImGui
14889
{
14890
    // ImGuiDockContext
14891
    static ImGuiDockNode*   DockContextAddNode(ImGuiContext* ctx, ImGuiID id);
14892
    static void             DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node);
14893
    static void             DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node);
14894
    static void             DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req);
14895
    static void             DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx);
14896
    static ImGuiDockNode*   DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window);
14897
    static void             DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count);
14898
    static void             DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id);                            // Use root_id==0 to add all
14899
14900
    // ImGuiDockNode
14901
    static void             DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar);
14902
    static void             DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14903
    static void             DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node);
14904
    static ImGuiWindow*     DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id);
14905
    static void             DockNodeApplyPosSizeToWindows(ImGuiDockNode* node);
14906
    static void             DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id);
14907
    static void             DockNodeHideHostWindow(ImGuiDockNode* node);
14908
    static void             DockNodeUpdate(ImGuiDockNode* node);
14909
    static void             DockNodeUpdateForRootNode(ImGuiDockNode* node);
14910
    static void             DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node);
14911
    static void             DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node);
14912
    static void             DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window);
14913
    static void             DockNodeAddTabBar(ImGuiDockNode* node);
14914
    static void             DockNodeRemoveTabBar(ImGuiDockNode* node);
14915
    static void             DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar);
14916
    static void             DockNodeUpdateVisibleFlag(ImGuiDockNode* node);
14917
    static void             DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window);
14918
    static bool             DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* payload_window);
14919
    static void             DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* preview_data, bool is_explicit_target, bool is_outer_docking);
14920
    static void             DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, const ImGuiDockPreviewData* preview_data);
14921
    static void             DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos);
14922
    static void             DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired);
14923
    static bool             DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_draw, bool outer_docking, ImVec2* test_mouse_pos);
14924
0
    static const char*      DockNodeGetHostWindowTitle(ImGuiDockNode* node, char* buf, int buf_size) { ImFormatString(buf, buf_size, "##DockNode_%02X", node->ID); return buf; }
14925
    static int              DockNodeGetTabOrder(ImGuiWindow* window);
14926
14927
    // ImGuiDockNode tree manipulations
14928
    static void             DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_first_child, float split_ratio, ImGuiDockNode* new_node);
14929
    static void             DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child);
14930
    static void             DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node = NULL);
14931
    static void             DockNodeTreeUpdateSplitter(ImGuiDockNode* node);
14932
    static ImGuiDockNode*   DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos);
14933
    static ImGuiDockNode*   DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node);
14934
14935
    // Settings
14936
    static void             DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id);
14937
    static void             DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count);
14938
    static ImGuiDockNodeSettings*   DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID node_id);
14939
    static void             DockSettingsHandler_ClearAll(ImGuiContext*, ImGuiSettingsHandler*);
14940
    static void             DockSettingsHandler_ApplyAll(ImGuiContext*, ImGuiSettingsHandler*);
14941
    static void*            DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name);
14942
    static void             DockSettingsHandler_ReadLine(ImGuiContext*, ImGuiSettingsHandler*, void* entry, const char* line);
14943
    static void             DockSettingsHandler_WriteAll(ImGuiContext* imgui_ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf);
14944
}
14945
14946
//-----------------------------------------------------------------------------
14947
// Docking: ImGuiDockContext
14948
//-----------------------------------------------------------------------------
14949
// The lifetime model is different from the one of regular windows: we always create a ImGuiDockNode for each ImGuiDockNodeSettings,
14950
// or we always hold the entire docking node tree. Nodes are frequently hidden, e.g. if the window(s) or child nodes they host are not active.
14951
// At boot time only, we run a simple GC to remove nodes that have no references.
14952
// Because dock node settings (which are small, contiguous structures) are always mirrored by their corresponding dock nodes (more complete structures),
14953
// we can also very easily recreate the nodes from scratch given the settings data (this is what DockContextRebuild() does).
14954
// This is convenient as docking reconfiguration can be implemented by mostly poking at the simpler settings data.
14955
//-----------------------------------------------------------------------------
14956
// - DockContextInitialize()
14957
// - DockContextShutdown()
14958
// - DockContextClearNodes()
14959
// - DockContextRebuildNodes()
14960
// - DockContextNewFrameUpdateUndocking()
14961
// - DockContextNewFrameUpdateDocking()
14962
// - DockContextEndFrame()
14963
// - DockContextFindNodeByID()
14964
// - DockContextBindNodeToWindow()
14965
// - DockContextGenNodeID()
14966
// - DockContextAddNode()
14967
// - DockContextRemoveNode()
14968
// - ImGuiDockContextPruneNodeData
14969
// - DockContextPruneUnusedSettingsNodes()
14970
// - DockContextBuildNodesFromSettings()
14971
// - DockContextBuildAddWindowsToNodes()
14972
//-----------------------------------------------------------------------------
14973
14974
void ImGui::DockContextInitialize(ImGuiContext* ctx)
14975
0
{
14976
0
    ImGuiContext& g = *ctx;
14977
14978
    // Add .ini handle for persistent docking data
14979
0
    ImGuiSettingsHandler ini_handler;
14980
0
    ini_handler.TypeName = "Docking";
14981
0
    ini_handler.TypeHash = ImHashStr("Docking");
14982
0
    ini_handler.ClearAllFn = DockSettingsHandler_ClearAll;
14983
0
    ini_handler.ReadInitFn = DockSettingsHandler_ClearAll; // Also clear on read
14984
0
    ini_handler.ReadOpenFn = DockSettingsHandler_ReadOpen;
14985
0
    ini_handler.ReadLineFn = DockSettingsHandler_ReadLine;
14986
0
    ini_handler.ApplyAllFn = DockSettingsHandler_ApplyAll;
14987
0
    ini_handler.WriteAllFn = DockSettingsHandler_WriteAll;
14988
0
    g.SettingsHandlers.push_back(ini_handler);
14989
14990
0
    g.DockNodeWindowMenuHandler = &DockNodeWindowMenuHandler_Default;
14991
0
}
14992
14993
void ImGui::DockContextShutdown(ImGuiContext* ctx)
14994
0
{
14995
0
    ImGuiDockContext* dc  = &ctx->DockContext;
14996
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
14997
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
14998
0
            IM_DELETE(node);
14999
0
}
15000
15001
void ImGui::DockContextClearNodes(ImGuiContext* ctx, ImGuiID root_id, bool clear_settings_refs)
15002
0
{
15003
0
    IM_UNUSED(ctx);
15004
0
    IM_ASSERT(ctx == GImGui);
15005
0
    DockBuilderRemoveNodeDockedWindows(root_id, clear_settings_refs);
15006
0
    DockBuilderRemoveNodeChildNodes(root_id);
15007
0
}
15008
15009
// [DEBUG] This function also acts as a defacto test to make sure we can rebuild from scratch without a glitch
15010
// (Different from DockSettingsHandler_ClearAll() + DockSettingsHandler_ApplyAll() because this reuses current settings!)
15011
void ImGui::DockContextRebuildNodes(ImGuiContext* ctx)
15012
0
{
15013
0
    ImGuiContext& g = *ctx;
15014
0
    ImGuiDockContext* dc = &ctx->DockContext;
15015
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRebuildNodes\n");
15016
0
    SaveIniSettingsToMemory();
15017
0
    ImGuiID root_id = 0; // Rebuild all
15018
0
    DockContextClearNodes(ctx, root_id, false);
15019
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
15020
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
15021
0
}
15022
15023
// Docking context update function, called by NewFrame()
15024
void ImGui::DockContextNewFrameUpdateUndocking(ImGuiContext* ctx)
15025
0
{
15026
0
    ImGuiContext& g = *ctx;
15027
0
    ImGuiDockContext* dc = &ctx->DockContext;
15028
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15029
0
    {
15030
0
        if (dc->Nodes.Data.Size > 0 || dc->Requests.Size > 0)
15031
0
            DockContextClearNodes(ctx, 0, true);
15032
0
        return;
15033
0
    }
15034
15035
    // Setting NoSplit at runtime merges all nodes
15036
0
    if (g.IO.ConfigDockingNoSplit)
15037
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
15038
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15039
0
                if (node->IsRootNode() && node->IsSplitNode())
15040
0
                {
15041
0
                    DockBuilderRemoveNodeChildNodes(node->ID);
15042
                    //dc->WantFullRebuild = true;
15043
0
                }
15044
15045
    // Process full rebuild
15046
#if 0
15047
    if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(ImGuiKey_C)))
15048
        dc->WantFullRebuild = true;
15049
#endif
15050
0
    if (dc->WantFullRebuild)
15051
0
    {
15052
0
        DockContextRebuildNodes(ctx);
15053
0
        dc->WantFullRebuild = false;
15054
0
    }
15055
15056
    // Process Undocking requests (we need to process them _before_ the UpdateMouseMovingWindowNewFrame call in NewFrame)
15057
0
    for (int n = 0; n < dc->Requests.Size; n++)
15058
0
    {
15059
0
        ImGuiDockRequest* req = &dc->Requests[n];
15060
0
        if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetWindow)
15061
0
            DockContextProcessUndockWindow(ctx, req->UndockTargetWindow);
15062
0
        else if (req->Type == ImGuiDockRequestType_Undock && req->UndockTargetNode)
15063
0
            DockContextProcessUndockNode(ctx, req->UndockTargetNode);
15064
0
    }
15065
0
}
15066
15067
// Docking context update function, called by NewFrame()
15068
void ImGui::DockContextNewFrameUpdateDocking(ImGuiContext* ctx)
15069
0
{
15070
0
    ImGuiContext& g = *ctx;
15071
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15072
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
15073
0
        return;
15074
15075
    // [DEBUG] Store hovered dock node.
15076
    // We could in theory use DockNodeTreeFindVisibleNodeByPos() on the root host dock node, but using ->DockNode is a good shortcut.
15077
    // Note this is mostly a debug thing and isn't actually used for docking target, because docking involve more detailed filtering.
15078
0
    g.DebugHoveredDockNode = NULL;
15079
0
    if (ImGuiWindow* hovered_window = g.HoveredWindowUnderMovingWindow)
15080
0
    {
15081
0
        if (hovered_window->DockNodeAsHost)
15082
0
            g.DebugHoveredDockNode = DockNodeTreeFindVisibleNodeByPos(hovered_window->DockNodeAsHost, g.IO.MousePos);
15083
0
        else if (hovered_window->RootWindow->DockNode)
15084
0
            g.DebugHoveredDockNode = hovered_window->RootWindow->DockNode;
15085
0
    }
15086
15087
    // Process Docking requests
15088
0
    for (int n = 0; n < dc->Requests.Size; n++)
15089
0
        if (dc->Requests[n].Type == ImGuiDockRequestType_Dock)
15090
0
            DockContextProcessDock(ctx, &dc->Requests[n]);
15091
0
    dc->Requests.resize(0);
15092
15093
    // Create windows for each automatic docking nodes
15094
    // We can have NULL pointers when we delete nodes, but because ID are recycled this should amortize nicely (and our node count will never be very high)
15095
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15096
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15097
0
            if (node->IsFloatingNode())
15098
0
                DockNodeUpdate(node);
15099
0
}
15100
15101
void ImGui::DockContextEndFrame(ImGuiContext* ctx)
15102
0
{
15103
    // Draw backgrounds of node missing their window
15104
0
    ImGuiContext& g = *ctx;
15105
0
    ImGuiDockContext* dc = &g.DockContext;
15106
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
15107
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
15108
0
            if (node->LastFrameActive == g.FrameCount && node->IsVisible && node->HostWindow && node->IsLeafNode() && !node->IsBgDrawnThisFrame)
15109
0
            {
15110
0
                ImRect bg_rect(node->Pos + ImVec2(0.0f, GetFrameHeight()), node->Pos + node->Size);
15111
0
                ImDrawFlags bg_rounding_flags = CalcRoundingFlagsForRectInRect(bg_rect, node->HostWindow->Rect(), DOCKING_SPLITTER_SIZE);
15112
0
                node->HostWindow->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
15113
0
                node->HostWindow->DrawList->AddRectFilled(bg_rect.Min, bg_rect.Max, node->LastBgColor, node->HostWindow->WindowRounding, bg_rounding_flags);
15114
0
            }
15115
0
}
15116
15117
ImGuiDockNode* ImGui::DockContextFindNodeByID(ImGuiContext* ctx, ImGuiID id)
15118
0
{
15119
0
    return (ImGuiDockNode*)ctx->DockContext.Nodes.GetVoidPtr(id);
15120
0
}
15121
15122
ImGuiID ImGui::DockContextGenNodeID(ImGuiContext* ctx)
15123
0
{
15124
    // Generate an ID for new node (the exact ID value doesn't matter as long as it is not already used)
15125
    // FIXME-OPT FIXME-DOCK: This is suboptimal, even if the node count is small enough not to be a worry.0
15126
    // We should poke in ctx->Nodes to find a suitable ID faster. Even more so trivial that ctx->Nodes lookup is already sorted.
15127
0
    ImGuiID id = 0x0001;
15128
0
    while (DockContextFindNodeByID(ctx, id) != NULL)
15129
0
        id++;
15130
0
    return id;
15131
0
}
15132
15133
static ImGuiDockNode* ImGui::DockContextAddNode(ImGuiContext* ctx, ImGuiID id)
15134
0
{
15135
    // Generate an ID for the new node (the exact ID value doesn't matter as long as it is not already used) and add the first window.
15136
0
    ImGuiContext& g = *ctx;
15137
0
    if (id == 0)
15138
0
        id = DockContextGenNodeID(ctx);
15139
0
    else
15140
0
        IM_ASSERT(DockContextFindNodeByID(ctx, id) == NULL);
15141
15142
    // We don't set node->LastFrameAlive on construction. Nodes are always created at all time to reflect .ini settings!
15143
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextAddNode 0x%08X\n", id);
15144
0
    ImGuiDockNode* node = IM_NEW(ImGuiDockNode)(id);
15145
0
    ctx->DockContext.Nodes.SetVoidPtr(node->ID, node);
15146
0
    return node;
15147
0
}
15148
15149
static void ImGui::DockContextRemoveNode(ImGuiContext* ctx, ImGuiDockNode* node, bool merge_sibling_into_parent_node)
15150
0
{
15151
0
    ImGuiContext& g = *ctx;
15152
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15153
15154
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextRemoveNode 0x%08X\n", node->ID);
15155
0
    IM_ASSERT(DockContextFindNodeByID(ctx, node->ID) == node);
15156
0
    IM_ASSERT(node->ChildNodes[0] == NULL && node->ChildNodes[1] == NULL);
15157
0
    IM_ASSERT(node->Windows.Size == 0);
15158
15159
0
    if (node->HostWindow)
15160
0
        node->HostWindow->DockNodeAsHost = NULL;
15161
15162
0
    ImGuiDockNode* parent_node = node->ParentNode;
15163
0
    const bool merge = (merge_sibling_into_parent_node && parent_node != NULL);
15164
0
    if (merge)
15165
0
    {
15166
0
        IM_ASSERT(parent_node->ChildNodes[0] == node || parent_node->ChildNodes[1] == node);
15167
0
        ImGuiDockNode* sibling_node = (parent_node->ChildNodes[0] == node ? parent_node->ChildNodes[1] : parent_node->ChildNodes[0]);
15168
0
        DockNodeTreeMerge(&g, parent_node, sibling_node);
15169
0
    }
15170
0
    else
15171
0
    {
15172
0
        for (int n = 0; parent_node && n < IM_ARRAYSIZE(parent_node->ChildNodes); n++)
15173
0
            if (parent_node->ChildNodes[n] == node)
15174
0
                node->ParentNode->ChildNodes[n] = NULL;
15175
0
        dc->Nodes.SetVoidPtr(node->ID, NULL);
15176
0
        IM_DELETE(node);
15177
0
    }
15178
0
}
15179
15180
static int IMGUI_CDECL DockNodeComparerDepthMostFirst(const void* lhs, const void* rhs)
15181
0
{
15182
0
    const ImGuiDockNode* a = *(const ImGuiDockNode* const*)lhs;
15183
0
    const ImGuiDockNode* b = *(const ImGuiDockNode* const*)rhs;
15184
0
    return ImGui::DockNodeGetDepth(b) - ImGui::DockNodeGetDepth(a);
15185
0
}
15186
15187
// Pre C++0x doesn't allow us to use a function-local type (without linkage) as template parameter, so we moved this here.
15188
struct ImGuiDockContextPruneNodeData
15189
{
15190
    int         CountWindows, CountChildWindows, CountChildNodes;
15191
    ImGuiID     RootId;
15192
0
    ImGuiDockContextPruneNodeData() { CountWindows = CountChildWindows = CountChildNodes = 0; RootId = 0; }
15193
};
15194
15195
// Garbage collect unused nodes (run once at init time)
15196
static void ImGui::DockContextPruneUnusedSettingsNodes(ImGuiContext* ctx)
15197
0
{
15198
0
    ImGuiContext& g = *ctx;
15199
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15200
0
    IM_ASSERT(g.Windows.Size == 0);
15201
15202
0
    ImPool<ImGuiDockContextPruneNodeData> pool;
15203
0
    pool.Reserve(dc->NodesSettings.Size);
15204
15205
    // Count child nodes and compute RootID
15206
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15207
0
    {
15208
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15209
0
        ImGuiDockContextPruneNodeData* parent_data = settings->ParentNodeId ? pool.GetByKey(settings->ParentNodeId) : 0;
15210
0
        pool.GetOrAddByKey(settings->ID)->RootId = parent_data ? parent_data->RootId : settings->ID;
15211
0
        if (settings->ParentNodeId)
15212
0
            pool.GetOrAddByKey(settings->ParentNodeId)->CountChildNodes++;
15213
0
    }
15214
15215
    // Count reference to dock ids from dockspaces
15216
    // We track the 'auto-DockNode <- manual-Window <- manual-DockSpace' in order to avoid 'auto-DockNode' being ditched by DockContextPruneUnusedSettingsNodes()
15217
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15218
0
    {
15219
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15220
0
        if (settings->ParentWindowId != 0)
15221
0
            if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->ParentWindowId))
15222
0
                if (window_settings->DockId)
15223
0
                    if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(window_settings->DockId))
15224
0
                        data->CountChildNodes++;
15225
0
    }
15226
15227
    // Count reference to dock ids from window settings
15228
    // We guard against the possibility of an invalid .ini file (RootID may point to a missing node)
15229
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
15230
0
        if (ImGuiID dock_id = settings->DockId)
15231
0
            if (ImGuiDockContextPruneNodeData* data = pool.GetByKey(dock_id))
15232
0
            {
15233
0
                data->CountWindows++;
15234
0
                if (ImGuiDockContextPruneNodeData* data_root = (data->RootId == dock_id) ? data : pool.GetByKey(data->RootId))
15235
0
                    data_root->CountChildWindows++;
15236
0
            }
15237
15238
    // Prune
15239
0
    for (int settings_n = 0; settings_n < dc->NodesSettings.Size; settings_n++)
15240
0
    {
15241
0
        ImGuiDockNodeSettings* settings = &dc->NodesSettings[settings_n];
15242
0
        ImGuiDockContextPruneNodeData* data = pool.GetByKey(settings->ID);
15243
0
        if (data->CountWindows > 1)
15244
0
            continue;
15245
0
        ImGuiDockContextPruneNodeData* data_root = (data->RootId == settings->ID) ? data : pool.GetByKey(data->RootId);
15246
15247
0
        bool remove = false;
15248
0
        remove |= (data->CountWindows == 1 && settings->ParentNodeId == 0 && data->CountChildNodes == 0 && !(settings->Flags & ImGuiDockNodeFlags_CentralNode));  // Floating root node with only 1 window
15249
0
        remove |= (data->CountWindows == 0 && settings->ParentNodeId == 0 && data->CountChildNodes == 0); // Leaf nodes with 0 window
15250
0
        remove |= (data_root->CountChildWindows == 0);
15251
0
        if (remove)
15252
0
        {
15253
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextPruneUnusedSettingsNodes: Prune 0x%08X\n", settings->ID);
15254
0
            DockSettingsRemoveNodeReferences(&settings->ID, 1);
15255
0
            settings->ID = 0;
15256
0
        }
15257
0
    }
15258
0
}
15259
15260
static void ImGui::DockContextBuildNodesFromSettings(ImGuiContext* ctx, ImGuiDockNodeSettings* node_settings_array, int node_settings_count)
15261
0
{
15262
    // Build nodes
15263
0
    for (int node_n = 0; node_n < node_settings_count; node_n++)
15264
0
    {
15265
0
        ImGuiDockNodeSettings* settings = &node_settings_array[node_n];
15266
0
        if (settings->ID == 0)
15267
0
            continue;
15268
0
        ImGuiDockNode* node = DockContextAddNode(ctx, settings->ID);
15269
0
        node->ParentNode = settings->ParentNodeId ? DockContextFindNodeByID(ctx, settings->ParentNodeId) : NULL;
15270
0
        node->Pos = ImVec2(settings->Pos.x, settings->Pos.y);
15271
0
        node->Size = ImVec2(settings->Size.x, settings->Size.y);
15272
0
        node->SizeRef = ImVec2(settings->SizeRef.x, settings->SizeRef.y);
15273
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_DockNode;
15274
0
        if (node->ParentNode && node->ParentNode->ChildNodes[0] == NULL)
15275
0
            node->ParentNode->ChildNodes[0] = node;
15276
0
        else if (node->ParentNode && node->ParentNode->ChildNodes[1] == NULL)
15277
0
            node->ParentNode->ChildNodes[1] = node;
15278
0
        node->SelectedTabId = settings->SelectedTabId;
15279
0
        node->SplitAxis = (ImGuiAxis)settings->SplitAxis;
15280
0
        node->SetLocalFlags(settings->Flags & ImGuiDockNodeFlags_SavedFlagsMask_);
15281
15282
        // Bind host window immediately if it already exist (in case of a rebuild)
15283
        // This is useful as the RootWindowForTitleBarHighlight links necessary to highlight the currently focused node requires node->HostWindow to be set.
15284
0
        char host_window_title[20];
15285
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
15286
0
        node->HostWindow = FindWindowByName(DockNodeGetHostWindowTitle(root_node, host_window_title, IM_ARRAYSIZE(host_window_title)));
15287
0
    }
15288
0
}
15289
15290
void ImGui::DockContextBuildAddWindowsToNodes(ImGuiContext* ctx, ImGuiID root_id)
15291
0
{
15292
    // Rebind all windows to nodes (they can also lazily rebind but we'll have a visible glitch during the first frame)
15293
0
    ImGuiContext& g = *ctx;
15294
0
    for (int n = 0; n < g.Windows.Size; n++)
15295
0
    {
15296
0
        ImGuiWindow* window = g.Windows[n];
15297
0
        if (window->DockId == 0 || window->LastFrameActive < g.FrameCount - 1)
15298
0
            continue;
15299
0
        if (window->DockNode != NULL)
15300
0
            continue;
15301
15302
0
        ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
15303
0
        IM_ASSERT(node != NULL);   // This should have been called after DockContextBuildNodesFromSettings()
15304
0
        if (root_id == 0 || DockNodeGetRootNode(node)->ID == root_id)
15305
0
            DockNodeAddWindow(node, window, true);
15306
0
    }
15307
0
}
15308
15309
//-----------------------------------------------------------------------------
15310
// Docking: ImGuiDockContext Docking/Undocking functions
15311
//-----------------------------------------------------------------------------
15312
// - DockContextQueueDock()
15313
// - DockContextQueueUndockWindow()
15314
// - DockContextQueueUndockNode()
15315
// - DockContextQueueNotifyRemovedNode()
15316
// - DockContextProcessDock()
15317
// - DockContextProcessUndockWindow()
15318
// - DockContextProcessUndockNode()
15319
// - DockContextCalcDropPosForDocking()
15320
//-----------------------------------------------------------------------------
15321
15322
void ImGui::DockContextQueueDock(ImGuiContext* ctx, ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload, ImGuiDir split_dir, float split_ratio, bool split_outer)
15323
0
{
15324
0
    IM_ASSERT(target != payload);
15325
0
    ImGuiDockRequest req;
15326
0
    req.Type = ImGuiDockRequestType_Dock;
15327
0
    req.DockTargetWindow = target;
15328
0
    req.DockTargetNode = target_node;
15329
0
    req.DockPayload = payload;
15330
0
    req.DockSplitDir = split_dir;
15331
0
    req.DockSplitRatio = split_ratio;
15332
0
    req.DockSplitOuter = split_outer;
15333
0
    ctx->DockContext.Requests.push_back(req);
15334
0
}
15335
15336
void ImGui::DockContextQueueUndockWindow(ImGuiContext* ctx, ImGuiWindow* window)
15337
0
{
15338
0
    ImGuiDockRequest req;
15339
0
    req.Type = ImGuiDockRequestType_Undock;
15340
0
    req.UndockTargetWindow = window;
15341
0
    ctx->DockContext.Requests.push_back(req);
15342
0
}
15343
15344
void ImGui::DockContextQueueUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15345
0
{
15346
0
    ImGuiDockRequest req;
15347
0
    req.Type = ImGuiDockRequestType_Undock;
15348
0
    req.UndockTargetNode = node;
15349
0
    ctx->DockContext.Requests.push_back(req);
15350
0
}
15351
15352
void ImGui::DockContextQueueNotifyRemovedNode(ImGuiContext* ctx, ImGuiDockNode* node)
15353
0
{
15354
0
    ImGuiDockContext* dc  = &ctx->DockContext;
15355
0
    for (int n = 0; n < dc->Requests.Size; n++)
15356
0
        if (dc->Requests[n].DockTargetNode == node)
15357
0
            dc->Requests[n].Type = ImGuiDockRequestType_None;
15358
0
}
15359
15360
void ImGui::DockContextProcessDock(ImGuiContext* ctx, ImGuiDockRequest* req)
15361
0
{
15362
0
    IM_ASSERT((req->Type == ImGuiDockRequestType_Dock && req->DockPayload != NULL) || (req->Type == ImGuiDockRequestType_Split && req->DockPayload == NULL));
15363
0
    IM_ASSERT(req->DockTargetWindow != NULL || req->DockTargetNode != NULL);
15364
15365
0
    ImGuiContext& g = *ctx;
15366
0
    IM_UNUSED(g);
15367
15368
0
    ImGuiWindow* payload_window = req->DockPayload;     // Optional
15369
0
    ImGuiWindow* target_window = req->DockTargetWindow;
15370
0
    ImGuiDockNode* node = req->DockTargetNode;
15371
0
    if (payload_window)
15372
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X target '%s' dock window '%s', split_dir %d\n", node ? node->ID : 0, target_window ? target_window->Name : "NULL", payload_window->Name, req->DockSplitDir);
15373
0
    else
15374
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessDock node 0x%08X, split_dir %d\n", node ? node->ID : 0, req->DockSplitDir);
15375
15376
    // Decide which Tab will be selected at the end of the operation
15377
0
    ImGuiID next_selected_id = 0;
15378
0
    ImGuiDockNode* payload_node = NULL;
15379
0
    if (payload_window)
15380
0
    {
15381
0
        payload_node = payload_window->DockNodeAsHost;
15382
0
        payload_window->DockNodeAsHost = NULL; // Important to clear this as the node will have its life as a child which might be merged/deleted later.
15383
0
        if (payload_node && payload_node->IsLeafNode())
15384
0
            next_selected_id = payload_node->TabBar->NextSelectedTabId ? payload_node->TabBar->NextSelectedTabId : payload_node->TabBar->SelectedTabId;
15385
0
        if (payload_node == NULL)
15386
0
            next_selected_id = payload_window->TabId;
15387
0
    }
15388
15389
    // FIXME-DOCK: When we are trying to dock an existing single-window node into a loose window, transfer Node ID as well
15390
    // When processing an interactive split, usually LastFrameAlive will be < g.FrameCount. But DockBuilder operations can make it ==.
15391
0
    if (node)
15392
0
        IM_ASSERT(node->LastFrameAlive <= g.FrameCount);
15393
0
    if (node && target_window && node == target_window->DockNodeAsHost)
15394
0
        IM_ASSERT(node->Windows.Size > 0 || node->IsSplitNode() || node->IsCentralNode());
15395
15396
    // Create new node and add existing window to it
15397
0
    if (node == NULL)
15398
0
    {
15399
0
        node = DockContextAddNode(ctx, 0);
15400
0
        node->Pos = target_window->Pos;
15401
0
        node->Size = target_window->Size;
15402
0
        if (target_window->DockNodeAsHost == NULL)
15403
0
        {
15404
0
            DockNodeAddWindow(node, target_window, true);
15405
0
            node->TabBar->Tabs[0].Flags &= ~ImGuiTabItemFlags_Unsorted;
15406
0
            target_window->DockIsActive = true;
15407
0
        }
15408
0
    }
15409
15410
0
    ImGuiDir split_dir = req->DockSplitDir;
15411
0
    if (split_dir != ImGuiDir_None)
15412
0
    {
15413
        // Split into two, one side will be our payload node unless we are dropping a loose window
15414
0
        const ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
15415
0
        const int split_inheritor_child_idx = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0; // Current contents will be moved to the opposite side
15416
0
        const float split_ratio = req->DockSplitRatio;
15417
0
        DockNodeTreeSplit(ctx, node, split_axis, split_inheritor_child_idx, split_ratio, payload_node);  // payload_node may be NULL here!
15418
0
        ImGuiDockNode* new_node = node->ChildNodes[split_inheritor_child_idx ^ 1];
15419
0
        new_node->HostWindow = node->HostWindow;
15420
0
        node = new_node;
15421
0
    }
15422
0
    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15423
15424
0
    if (node != payload_node)
15425
0
    {
15426
        // Create tab bar before we call DockNodeMoveWindows (which would attempt to move the old tab-bar, which would lead us to payload tabs wrongly appearing before target tabs!)
15427
0
        if (node->Windows.Size > 0 && node->TabBar == NULL)
15428
0
        {
15429
0
            DockNodeAddTabBar(node);
15430
0
            for (int n = 0; n < node->Windows.Size; n++)
15431
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15432
0
        }
15433
15434
0
        if (payload_node != NULL)
15435
0
        {
15436
            // Transfer full payload node (with 1+ child windows or child nodes)
15437
0
            if (payload_node->IsSplitNode())
15438
0
            {
15439
0
                if (node->Windows.Size > 0)
15440
0
                {
15441
                    // We can dock a split payload into a node that already has windows _only_ if our payload is a node tree with a single visible node.
15442
                    // In this situation, we move the windows of the target node into the currently visible node of the payload.
15443
                    // This allows us to preserve some of the underlying dock tree settings nicely.
15444
0
                    IM_ASSERT(payload_node->OnlyNodeWithWindows != NULL); // The docking should have been blocked by DockNodePreviewDockSetup() early on and never submitted.
15445
0
                    ImGuiDockNode* visible_node = payload_node->OnlyNodeWithWindows;
15446
0
                    if (visible_node->TabBar)
15447
0
                        IM_ASSERT(visible_node->TabBar->Tabs.Size > 0);
15448
0
                    DockNodeMoveWindows(node, visible_node);
15449
0
                    DockNodeMoveWindows(visible_node, node);
15450
0
                    DockSettingsRenameNodeReferences(node->ID, visible_node->ID);
15451
0
                }
15452
0
                if (node->IsCentralNode())
15453
0
                {
15454
                    // Central node property needs to be moved to a leaf node, pick the last focused one.
15455
                    // FIXME-DOCK: If we had to transfer other flags here, what would the policy be?
15456
0
                    ImGuiDockNode* last_focused_node = DockContextFindNodeByID(ctx, payload_node->LastFocusedNodeId);
15457
0
                    IM_ASSERT(last_focused_node != NULL);
15458
0
                    ImGuiDockNode* last_focused_root_node = DockNodeGetRootNode(last_focused_node);
15459
0
                    IM_ASSERT(last_focused_root_node == DockNodeGetRootNode(payload_node));
15460
0
                    last_focused_node->SetLocalFlags(last_focused_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
15461
0
                    node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_CentralNode);
15462
0
                    last_focused_root_node->CentralNode = last_focused_node;
15463
0
                }
15464
15465
0
                IM_ASSERT(node->Windows.Size == 0);
15466
0
                DockNodeMoveChildNodes(node, payload_node);
15467
0
            }
15468
0
            else
15469
0
            {
15470
0
                const ImGuiID payload_dock_id = payload_node->ID;
15471
0
                DockNodeMoveWindows(node, payload_node);
15472
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15473
0
            }
15474
0
            DockContextRemoveNode(ctx, payload_node, true);
15475
0
        }
15476
0
        else if (payload_window)
15477
0
        {
15478
            // Transfer single window
15479
0
            const ImGuiID payload_dock_id = payload_window->DockId;
15480
0
            node->VisibleWindow = payload_window;
15481
0
            DockNodeAddWindow(node, payload_window, true);
15482
0
            if (payload_dock_id != 0)
15483
0
                DockSettingsRenameNodeReferences(payload_dock_id, node->ID);
15484
0
        }
15485
0
    }
15486
0
    else
15487
0
    {
15488
        // When docking a floating single window node we want to reevaluate auto-hiding of the tab bar
15489
0
        node->WantHiddenTabBarUpdate = true;
15490
0
    }
15491
15492
    // Update selection immediately
15493
0
    if (ImGuiTabBar* tab_bar = node->TabBar)
15494
0
        tab_bar->NextSelectedTabId = next_selected_id;
15495
0
    MarkIniSettingsDirty();
15496
0
}
15497
15498
// Problem:
15499
//   Undocking a large (~full screen) window would leave it so large that the bottom right sizing corner would more
15500
//   than likely be off the screen and the window would be hard to resize to fit on screen. This can be particularly problematic
15501
//   with 'ConfigWindowsMoveFromTitleBarOnly=true' and/or with 'ConfigWindowsResizeFromEdges=false' as well (the later can be
15502
//   due to missing ImGuiBackendFlags_HasMouseCursors backend flag).
15503
// Solution:
15504
//   When undocking a window we currently force its maximum size to 90% of the host viewport or monitor.
15505
// Reevaluate this when we implement preserving docked/undocked size ("docking_wip/undocked_size" branch).
15506
static ImVec2 FixLargeWindowsWhenUndocking(const ImVec2& size, ImGuiViewport* ref_viewport)
15507
0
{
15508
0
    if (ref_viewport == NULL)
15509
0
        return size;
15510
15511
0
    ImGuiContext& g = *GImGui;
15512
0
    ImVec2 max_size = ImFloor(ref_viewport->WorkSize * 0.90f);
15513
0
    if (g.ConfigFlagsCurrFrame & ImGuiConfigFlags_ViewportsEnable)
15514
0
    {
15515
0
        const ImGuiPlatformMonitor* monitor = ImGui::GetViewportPlatformMonitor(ref_viewport);
15516
0
        max_size = ImFloor(monitor->WorkSize * 0.90f);
15517
0
    }
15518
0
    return ImMin(size, max_size);
15519
0
}
15520
15521
void ImGui::DockContextProcessUndockWindow(ImGuiContext* ctx, ImGuiWindow* window, bool clear_persistent_docking_ref)
15522
0
{
15523
0
    ImGuiContext& g = *ctx;
15524
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockWindow window '%s', clear_persistent_docking_ref = %d\n", window->Name, clear_persistent_docking_ref);
15525
0
    if (window->DockNode)
15526
0
        DockNodeRemoveWindow(window->DockNode, window, clear_persistent_docking_ref ? 0 : window->DockId);
15527
0
    else
15528
0
        window->DockId = 0;
15529
0
    window->Collapsed = false;
15530
0
    window->DockIsActive = false;
15531
0
    window->DockNodeIsVisible = window->DockTabIsVisible = false;
15532
0
    window->Size = window->SizeFull = FixLargeWindowsWhenUndocking(window->SizeFull, window->Viewport);
15533
15534
0
    MarkIniSettingsDirty();
15535
0
}
15536
15537
void ImGui::DockContextProcessUndockNode(ImGuiContext* ctx, ImGuiDockNode* node)
15538
0
{
15539
0
    ImGuiContext& g = *ctx;
15540
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockContextProcessUndockNode node %08X\n", node->ID);
15541
0
    IM_ASSERT(node->IsLeafNode());
15542
0
    IM_ASSERT(node->Windows.Size >= 1);
15543
15544
0
    if (node->IsRootNode() || node->IsCentralNode())
15545
0
    {
15546
        // In the case of a root node or central node, the node will have to stay in place. Create a new node to receive the payload.
15547
0
        ImGuiDockNode* new_node = DockContextAddNode(ctx, 0);
15548
0
        new_node->Pos = node->Pos;
15549
0
        new_node->Size = node->Size;
15550
0
        new_node->SizeRef = node->SizeRef;
15551
0
        DockNodeMoveWindows(new_node, node);
15552
0
        DockSettingsRenameNodeReferences(node->ID, new_node->ID);
15553
0
        node = new_node;
15554
0
    }
15555
0
    else
15556
0
    {
15557
        // Otherwise extract our node and merge our sibling back into the parent node.
15558
0
        IM_ASSERT(node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15559
0
        int index_in_parent = (node->ParentNode->ChildNodes[0] == node) ? 0 : 1;
15560
0
        node->ParentNode->ChildNodes[index_in_parent] = NULL;
15561
0
        DockNodeTreeMerge(ctx, node->ParentNode, node->ParentNode->ChildNodes[index_in_parent ^ 1]);
15562
0
        node->ParentNode->AuthorityForViewport = ImGuiDataAuthority_Window; // The node that stays in place keeps the viewport, so our newly dragged out node will create a new viewport
15563
0
        node->ParentNode = NULL;
15564
0
    }
15565
0
    for (int n = 0; n < node->Windows.Size; n++)
15566
0
    {
15567
0
        ImGuiWindow* window = node->Windows[n];
15568
0
        window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15569
0
        if (window->ParentWindow)
15570
0
            window->ParentWindow->DC.ChildWindows.find_erase(window);
15571
0
        UpdateWindowParentAndRootLinks(window, window->Flags, NULL);
15572
0
    }
15573
0
    node->AuthorityForPos = node->AuthorityForSize = ImGuiDataAuthority_DockNode;
15574
0
    node->Size = FixLargeWindowsWhenUndocking(node->Size, node->Windows[0]->Viewport);
15575
0
    node->WantMouseMove = true;
15576
0
    MarkIniSettingsDirty();
15577
0
}
15578
15579
// This is mostly used for automation.
15580
bool ImGui::DockContextCalcDropPosForDocking(ImGuiWindow* target, ImGuiDockNode* target_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDir split_dir, bool split_outer, ImVec2* out_pos)
15581
0
{
15582
    // In DockNodePreviewDockSetup() for a root central node instead of showing both "inner" and "outer" drop rects
15583
    // (which would be functionally identical) we only show the outer one. Reflect this here.
15584
0
    if (target_node && target_node->ParentNode == NULL && target_node->IsCentralNode() && split_dir != ImGuiDir_None)
15585
0
        split_outer = true;
15586
0
    ImGuiDockPreviewData split_data;
15587
0
    DockNodePreviewDockSetup(target, target_node, payload_window, payload_node, &split_data, false, split_outer);
15588
0
    if (split_data.DropRectsDraw[split_dir+1].IsInverted())
15589
0
        return false;
15590
0
    *out_pos = split_data.DropRectsDraw[split_dir+1].GetCenter();
15591
0
    return true;
15592
0
}
15593
15594
//-----------------------------------------------------------------------------
15595
// Docking: ImGuiDockNode
15596
//-----------------------------------------------------------------------------
15597
// - DockNodeGetTabOrder()
15598
// - DockNodeAddWindow()
15599
// - DockNodeRemoveWindow()
15600
// - DockNodeMoveChildNodes()
15601
// - DockNodeMoveWindows()
15602
// - DockNodeApplyPosSizeToWindows()
15603
// - DockNodeHideHostWindow()
15604
// - ImGuiDockNodeFindInfoResults
15605
// - DockNodeFindInfo()
15606
// - DockNodeFindWindowByID()
15607
// - DockNodeUpdateFlagsAndCollapse()
15608
// - DockNodeUpdateHasCentralNodeFlag()
15609
// - DockNodeUpdateVisibleFlag()
15610
// - DockNodeStartMouseMovingWindow()
15611
// - DockNodeUpdate()
15612
// - DockNodeUpdateWindowMenu()
15613
// - DockNodeBeginAmendTabBar()
15614
// - DockNodeEndAmendTabBar()
15615
// - DockNodeUpdateTabBar()
15616
// - DockNodeAddTabBar()
15617
// - DockNodeRemoveTabBar()
15618
// - DockNodeIsDropAllowedOne()
15619
// - DockNodeIsDropAllowed()
15620
// - DockNodeCalcTabBarLayout()
15621
// - DockNodeCalcSplitRects()
15622
// - DockNodeCalcDropRectsAndTestMousePos()
15623
// - DockNodePreviewDockSetup()
15624
// - DockNodePreviewDockRender()
15625
//-----------------------------------------------------------------------------
15626
15627
ImGuiDockNode::ImGuiDockNode(ImGuiID id)
15628
0
{
15629
0
    ID = id;
15630
0
    SharedFlags = LocalFlags = LocalFlagsInWindows = MergedFlags = ImGuiDockNodeFlags_None;
15631
0
    ParentNode = ChildNodes[0] = ChildNodes[1] = NULL;
15632
0
    TabBar = NULL;
15633
0
    SplitAxis = ImGuiAxis_None;
15634
15635
0
    State = ImGuiDockNodeState_Unknown;
15636
0
    LastBgColor = IM_COL32_WHITE;
15637
0
    HostWindow = VisibleWindow = NULL;
15638
0
    CentralNode = OnlyNodeWithWindows = NULL;
15639
0
    CountNodeWithWindows = 0;
15640
0
    LastFrameAlive = LastFrameActive = LastFrameFocused = -1;
15641
0
    LastFocusedNodeId = 0;
15642
0
    SelectedTabId = 0;
15643
0
    WantCloseTabId = 0;
15644
0
    AuthorityForPos = AuthorityForSize = ImGuiDataAuthority_DockNode;
15645
0
    AuthorityForViewport = ImGuiDataAuthority_Auto;
15646
0
    IsVisible = true;
15647
0
    IsFocused = HasCloseButton = HasWindowMenuButton = HasCentralNodeChild = false;
15648
0
    IsBgDrawnThisFrame = false;
15649
0
    WantCloseAll = WantLockSizeOnce = WantMouseMove = WantHiddenTabBarUpdate = WantHiddenTabBarToggle = false;
15650
0
}
15651
15652
ImGuiDockNode::~ImGuiDockNode()
15653
0
{
15654
0
    IM_DELETE(TabBar);
15655
0
    TabBar = NULL;
15656
0
    ChildNodes[0] = ChildNodes[1] = NULL;
15657
0
}
15658
15659
int ImGui::DockNodeGetTabOrder(ImGuiWindow* window)
15660
0
{
15661
0
    ImGuiTabBar* tab_bar = window->DockNode->TabBar;
15662
0
    if (tab_bar == NULL)
15663
0
        return -1;
15664
0
    ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, window->TabId);
15665
0
    return tab ? TabBarGetTabOrder(tab_bar, tab) : -1;
15666
0
}
15667
15668
static void DockNodeHideWindowDuringHostWindowCreation(ImGuiWindow* window)
15669
0
{
15670
0
    window->Hidden = true;
15671
0
    window->HiddenFramesCanSkipItems = window->Active ? 1 : 2;
15672
0
}
15673
15674
static void ImGui::DockNodeAddWindow(ImGuiDockNode* node, ImGuiWindow* window, bool add_to_tab_bar)
15675
0
{
15676
0
    ImGuiContext& g = *GImGui; (void)g;
15677
0
    if (window->DockNode)
15678
0
    {
15679
        // Can overwrite an existing window->DockNode (e.g. pointing to a disabled DockSpace node)
15680
0
        IM_ASSERT(window->DockNode->ID != node->ID);
15681
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
15682
0
    }
15683
0
    IM_ASSERT(window->DockNode == NULL || window->DockNodeAsHost == NULL);
15684
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeAddWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15685
15686
    // If more than 2 windows appeared on the same frame leading to the creation of a new hosting window,
15687
    // we'll hide windows until the host window is ready. Hide the 1st window after its been output (so it is not visible for one frame).
15688
    // We will call DockNodeHideWindowDuringHostWindowCreation() on ourselves in Begin()
15689
0
    if (node->HostWindow == NULL && node->Windows.Size == 1 && node->Windows[0]->WasActive == false)
15690
0
        DockNodeHideWindowDuringHostWindowCreation(node->Windows[0]);
15691
15692
0
    node->Windows.push_back(window);
15693
0
    node->WantHiddenTabBarUpdate = true;
15694
0
    window->DockNode = node;
15695
0
    window->DockId = node->ID;
15696
0
    window->DockIsActive = (node->Windows.Size > 1);
15697
0
    window->DockTabWantClose = false;
15698
15699
    // When reactivating a node with one or two loose window, the window pos/size/viewport are authoritative over the node storage.
15700
    // In particular it is important we init the viewport from the first window so we don't create two viewports and drop one.
15701
0
    if (node->HostWindow == NULL && node->IsFloatingNode())
15702
0
    {
15703
0
        if (node->AuthorityForPos == ImGuiDataAuthority_Auto)
15704
0
            node->AuthorityForPos = ImGuiDataAuthority_Window;
15705
0
        if (node->AuthorityForSize == ImGuiDataAuthority_Auto)
15706
0
            node->AuthorityForSize = ImGuiDataAuthority_Window;
15707
0
        if (node->AuthorityForViewport == ImGuiDataAuthority_Auto)
15708
0
            node->AuthorityForViewport = ImGuiDataAuthority_Window;
15709
0
    }
15710
15711
    // Add to tab bar if requested
15712
0
    if (add_to_tab_bar)
15713
0
    {
15714
0
        if (node->TabBar == NULL)
15715
0
        {
15716
0
            DockNodeAddTabBar(node);
15717
0
            node->TabBar->SelectedTabId = node->TabBar->NextSelectedTabId = node->SelectedTabId;
15718
15719
            // Add existing windows
15720
0
            for (int n = 0; n < node->Windows.Size - 1; n++)
15721
0
                TabBarAddTab(node->TabBar, ImGuiTabItemFlags_None, node->Windows[n]);
15722
0
        }
15723
0
        TabBarAddTab(node->TabBar, ImGuiTabItemFlags_Unsorted, window);
15724
0
    }
15725
15726
0
    DockNodeUpdateVisibleFlag(node);
15727
15728
    // Update this without waiting for the next time we Begin() in the window, so our host window will have the proper title bar color on its first frame.
15729
0
    if (node->HostWindow)
15730
0
        UpdateWindowParentAndRootLinks(window, window->Flags | ImGuiWindowFlags_ChildWindow, node->HostWindow);
15731
0
}
15732
15733
static void ImGui::DockNodeRemoveWindow(ImGuiDockNode* node, ImGuiWindow* window, ImGuiID save_dock_id)
15734
0
{
15735
0
    ImGuiContext& g = *GImGui;
15736
0
    IM_ASSERT(window->DockNode == node);
15737
    //IM_ASSERT(window->RootWindowDockTree == node->HostWindow);
15738
    //IM_ASSERT(window->LastFrameActive < g.FrameCount);    // We may call this from Begin()
15739
0
    IM_ASSERT(save_dock_id == 0 || save_dock_id == node->ID);
15740
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeRemoveWindow node 0x%08X window '%s'\n", node->ID, window->Name);
15741
15742
0
    window->DockNode = NULL;
15743
0
    window->DockIsActive = window->DockTabWantClose = false;
15744
0
    window->DockId = save_dock_id;
15745
0
    window->Flags &= ~ImGuiWindowFlags_ChildWindow;
15746
0
    if (window->ParentWindow)
15747
0
        window->ParentWindow->DC.ChildWindows.find_erase(window);
15748
0
    UpdateWindowParentAndRootLinks(window, window->Flags, NULL); // Update immediately
15749
15750
    // Remove window
15751
0
    bool erased = false;
15752
0
    for (int n = 0; n < node->Windows.Size; n++)
15753
0
        if (node->Windows[n] == window)
15754
0
        {
15755
0
            node->Windows.erase(node->Windows.Data + n);
15756
0
            erased = true;
15757
0
            break;
15758
0
        }
15759
0
    if (!erased)
15760
0
        IM_ASSERT(erased);
15761
0
    if (node->VisibleWindow == window)
15762
0
        node->VisibleWindow = NULL;
15763
15764
    // Remove tab and possibly tab bar
15765
0
    node->WantHiddenTabBarUpdate = true;
15766
0
    if (node->TabBar)
15767
0
    {
15768
0
        TabBarRemoveTab(node->TabBar, window->TabId);
15769
0
        const int tab_count_threshold_for_tab_bar = node->IsCentralNode() ? 1 : 2;
15770
0
        if (node->Windows.Size < tab_count_threshold_for_tab_bar)
15771
0
            DockNodeRemoveTabBar(node);
15772
0
    }
15773
15774
0
    if (node->Windows.Size == 0 && !node->IsCentralNode() && !node->IsDockSpace() && window->DockId != node->ID)
15775
0
    {
15776
        // Automatic dock node delete themselves if they are not holding at least one tab
15777
0
        DockContextRemoveNode(&g, node, true);
15778
0
        return;
15779
0
    }
15780
15781
0
    if (node->Windows.Size == 1 && !node->IsCentralNode() && node->HostWindow)
15782
0
    {
15783
0
        ImGuiWindow* remaining_window = node->Windows[0];
15784
0
        if (node->HostWindow->ViewportOwned && node->IsRootNode())
15785
0
        {
15786
            // Transfer viewport back to the remaining loose window
15787
0
            IMGUI_DEBUG_LOG_VIEWPORT("[viewport] Node %08X transfer Viewport %08X=>%08X for Window '%s'\n", node->ID, node->HostWindow->Viewport->ID, remaining_window->ID, remaining_window->Name);
15788
0
            IM_ASSERT(node->HostWindow->Viewport->Window == node->HostWindow);
15789
0
            node->HostWindow->Viewport->Window = remaining_window;
15790
0
            node->HostWindow->Viewport->ID = remaining_window->ID;
15791
0
        }
15792
0
        remaining_window->Collapsed = node->HostWindow->Collapsed;
15793
0
    }
15794
15795
    // Update visibility immediately is required so the DockNodeUpdateRemoveInactiveChilds() processing can reflect changes up the tree
15796
0
    DockNodeUpdateVisibleFlag(node);
15797
0
}
15798
15799
static void ImGui::DockNodeMoveChildNodes(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15800
0
{
15801
0
    IM_ASSERT(dst_node->Windows.Size == 0);
15802
0
    dst_node->ChildNodes[0] = src_node->ChildNodes[0];
15803
0
    dst_node->ChildNodes[1] = src_node->ChildNodes[1];
15804
0
    if (dst_node->ChildNodes[0])
15805
0
        dst_node->ChildNodes[0]->ParentNode = dst_node;
15806
0
    if (dst_node->ChildNodes[1])
15807
0
        dst_node->ChildNodes[1]->ParentNode = dst_node;
15808
0
    dst_node->SplitAxis = src_node->SplitAxis;
15809
0
    dst_node->SizeRef = src_node->SizeRef;
15810
0
    src_node->ChildNodes[0] = src_node->ChildNodes[1] = NULL;
15811
0
}
15812
15813
static void ImGui::DockNodeMoveWindows(ImGuiDockNode* dst_node, ImGuiDockNode* src_node)
15814
0
{
15815
    // Insert tabs in the same orders as currently ordered (node->Windows isn't ordered)
15816
0
    IM_ASSERT(src_node && dst_node && dst_node != src_node);
15817
0
    ImGuiTabBar* src_tab_bar = src_node->TabBar;
15818
0
    if (src_tab_bar != NULL)
15819
0
        IM_ASSERT(src_node->Windows.Size <= src_node->TabBar->Tabs.Size);
15820
15821
    // If the dst_node is empty we can just move the entire tab bar (to preserve selection, scrolling, etc.)
15822
0
    bool move_tab_bar = (src_tab_bar != NULL) && (dst_node->TabBar == NULL);
15823
0
    if (move_tab_bar)
15824
0
    {
15825
0
        dst_node->TabBar = src_node->TabBar;
15826
0
        src_node->TabBar = NULL;
15827
0
    }
15828
15829
    // Tab order is not important here, it is preserved by sorting in DockNodeUpdateTabBar().
15830
0
    for (ImGuiWindow* window : src_node->Windows)
15831
0
    {
15832
0
        window->DockNode = NULL;
15833
0
        window->DockIsActive = false;
15834
0
        DockNodeAddWindow(dst_node, window, !move_tab_bar);
15835
0
    }
15836
0
    src_node->Windows.clear();
15837
15838
0
    if (!move_tab_bar && src_node->TabBar)
15839
0
    {
15840
0
        if (dst_node->TabBar)
15841
0
            dst_node->TabBar->SelectedTabId = src_node->TabBar->SelectedTabId;
15842
0
        DockNodeRemoveTabBar(src_node);
15843
0
    }
15844
0
}
15845
15846
static void ImGui::DockNodeApplyPosSizeToWindows(ImGuiDockNode* node)
15847
0
{
15848
0
    for (int n = 0; n < node->Windows.Size; n++)
15849
0
    {
15850
0
        SetWindowPos(node->Windows[n], node->Pos, ImGuiCond_Always); // We don't assign directly to Pos because it can break the calculation of SizeContents on next frame
15851
0
        SetWindowSize(node->Windows[n], node->Size, ImGuiCond_Always);
15852
0
    }
15853
0
}
15854
15855
static void ImGui::DockNodeHideHostWindow(ImGuiDockNode* node)
15856
0
{
15857
0
    if (node->HostWindow)
15858
0
    {
15859
0
        if (node->HostWindow->DockNodeAsHost == node)
15860
0
            node->HostWindow->DockNodeAsHost = NULL;
15861
0
        node->HostWindow = NULL;
15862
0
    }
15863
15864
0
    if (node->Windows.Size == 1)
15865
0
    {
15866
0
        node->VisibleWindow = node->Windows[0];
15867
0
        node->Windows[0]->DockIsActive = false;
15868
0
    }
15869
15870
0
    if (node->TabBar)
15871
0
        DockNodeRemoveTabBar(node);
15872
0
}
15873
15874
// Search function called once by root node in DockNodeUpdate()
15875
struct ImGuiDockNodeTreeInfo
15876
{
15877
    ImGuiDockNode*      CentralNode;
15878
    ImGuiDockNode*      FirstNodeWithWindows;
15879
    int                 CountNodesWithWindows;
15880
    //ImGuiWindowClass  WindowClassForMerges;
15881
15882
0
    ImGuiDockNodeTreeInfo() { memset(this, 0, sizeof(*this)); }
15883
};
15884
15885
static void DockNodeFindInfo(ImGuiDockNode* node, ImGuiDockNodeTreeInfo* info)
15886
0
{
15887
0
    if (node->Windows.Size > 0)
15888
0
    {
15889
0
        if (info->FirstNodeWithWindows == NULL)
15890
0
            info->FirstNodeWithWindows = node;
15891
0
        info->CountNodesWithWindows++;
15892
0
    }
15893
0
    if (node->IsCentralNode())
15894
0
    {
15895
0
        IM_ASSERT(info->CentralNode == NULL); // Should be only one
15896
0
        IM_ASSERT(node->IsLeafNode() && "If you get this assert: please submit .ini file + repro of actions leading to this.");
15897
0
        info->CentralNode = node;
15898
0
    }
15899
0
    if (info->CountNodesWithWindows > 1 && info->CentralNode != NULL)
15900
0
        return;
15901
0
    if (node->ChildNodes[0])
15902
0
        DockNodeFindInfo(node->ChildNodes[0], info);
15903
0
    if (node->ChildNodes[1])
15904
0
        DockNodeFindInfo(node->ChildNodes[1], info);
15905
0
}
15906
15907
static ImGuiWindow* ImGui::DockNodeFindWindowByID(ImGuiDockNode* node, ImGuiID id)
15908
0
{
15909
0
    IM_ASSERT(id != 0);
15910
0
    for (int n = 0; n < node->Windows.Size; n++)
15911
0
        if (node->Windows[n]->ID == id)
15912
0
            return node->Windows[n];
15913
0
    return NULL;
15914
0
}
15915
15916
// - Remove inactive windows/nodes.
15917
// - Update visibility flag.
15918
static void ImGui::DockNodeUpdateFlagsAndCollapse(ImGuiDockNode* node)
15919
0
{
15920
0
    ImGuiContext& g = *GImGui;
15921
0
    IM_ASSERT(node->ParentNode == NULL || node->ParentNode->ChildNodes[0] == node || node->ParentNode->ChildNodes[1] == node);
15922
15923
    // Inherit most flags
15924
0
    if (node->ParentNode)
15925
0
        node->SharedFlags = node->ParentNode->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
15926
15927
    // Recurse into children
15928
    // There is the possibility that one of our child becoming empty will delete itself and moving its sibling contents into 'node'.
15929
    // If 'node->ChildNode[0]' delete itself, then 'node->ChildNode[1]->Windows' will be moved into 'node'
15930
    // If 'node->ChildNode[1]' delete itself, then 'node->ChildNode[0]->Windows' will be moved into 'node' and the "remove inactive windows" loop will have run twice on those windows (harmless)
15931
0
    node->HasCentralNodeChild = false;
15932
0
    if (node->ChildNodes[0])
15933
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[0]);
15934
0
    if (node->ChildNodes[1])
15935
0
        DockNodeUpdateFlagsAndCollapse(node->ChildNodes[1]);
15936
15937
    // Remove inactive windows, collapse nodes
15938
    // Merge node flags overrides stored in windows
15939
0
    node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
15940
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
15941
0
    {
15942
0
        ImGuiWindow* window = node->Windows[window_n];
15943
0
        IM_ASSERT(window->DockNode == node);
15944
15945
0
        bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
15946
0
        bool remove = false;
15947
0
        remove |= node_was_active && (window->LastFrameActive + 1 < g.FrameCount);
15948
0
        remove |= node_was_active && (node->WantCloseAll || node->WantCloseTabId == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument);  // Submit all _expected_ closure from last frame
15949
0
        remove |= (window->DockTabWantClose);
15950
0
        if (remove)
15951
0
        {
15952
0
            window->DockTabWantClose = false;
15953
0
            if (node->Windows.Size == 1 && !node->IsCentralNode())
15954
0
            {
15955
0
                DockNodeHideHostWindow(node);
15956
0
                node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
15957
0
                DockNodeRemoveWindow(node, window, node->ID); // Will delete the node so it'll be invalid on return
15958
0
                return;
15959
0
            }
15960
0
            DockNodeRemoveWindow(node, window, node->ID);
15961
0
            window_n--;
15962
0
            continue;
15963
0
        }
15964
15965
        // FIXME-DOCKING: Missing policies for conflict resolution, hence the "Experimental" tag on this.
15966
        //node->LocalFlagsInWindow &= ~window->WindowClass.DockNodeFlagsOverrideClear;
15967
0
        node->LocalFlagsInWindows |= window->WindowClass.DockNodeFlagsOverrideSet;
15968
0
    }
15969
0
    node->UpdateMergedFlags();
15970
15971
    // Auto-hide tab bar option
15972
0
    ImGuiDockNodeFlags node_flags = node->MergedFlags;
15973
0
    if (node->WantHiddenTabBarUpdate && node->Windows.Size == 1 && (node_flags & ImGuiDockNodeFlags_AutoHideTabBar) && !node->IsHiddenTabBar())
15974
0
        node->WantHiddenTabBarToggle = true;
15975
0
    node->WantHiddenTabBarUpdate = false;
15976
15977
    // Cancel toggling if we know our tab bar is enforced to be hidden at all times
15978
0
    if (node->WantHiddenTabBarToggle && node->VisibleWindow && (node->VisibleWindow->WindowClass.DockNodeFlagsOverrideSet & ImGuiDockNodeFlags_HiddenTabBar))
15979
0
        node->WantHiddenTabBarToggle = false;
15980
15981
    // Apply toggles at a single point of the frame (here!)
15982
0
    if (node->Windows.Size > 1)
15983
0
        node->SetLocalFlags(node->LocalFlags & ~ImGuiDockNodeFlags_HiddenTabBar);
15984
0
    else if (node->WantHiddenTabBarToggle)
15985
0
        node->SetLocalFlags(node->LocalFlags ^ ImGuiDockNodeFlags_HiddenTabBar);
15986
0
    node->WantHiddenTabBarToggle = false;
15987
15988
0
    DockNodeUpdateVisibleFlag(node);
15989
0
}
15990
15991
// This is rarely called as DockNodeUpdateForRootNode() generally does it most frames.
15992
static void ImGui::DockNodeUpdateHasCentralNodeChild(ImGuiDockNode* node)
15993
0
{
15994
0
    node->HasCentralNodeChild = false;
15995
0
    if (node->ChildNodes[0])
15996
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[0]);
15997
0
    if (node->ChildNodes[1])
15998
0
        DockNodeUpdateHasCentralNodeChild(node->ChildNodes[1]);
15999
0
    if (node->IsRootNode())
16000
0
    {
16001
0
        ImGuiDockNode* mark_node = node->CentralNode;
16002
0
        while (mark_node)
16003
0
        {
16004
0
            mark_node->HasCentralNodeChild = true;
16005
0
            mark_node = mark_node->ParentNode;
16006
0
        }
16007
0
    }
16008
0
}
16009
16010
static void ImGui::DockNodeUpdateVisibleFlag(ImGuiDockNode* node)
16011
0
{
16012
    // Update visibility flag
16013
0
    bool is_visible = (node->ParentNode == NULL) ? node->IsDockSpace() : node->IsCentralNode();
16014
0
    is_visible |= (node->Windows.Size > 0);
16015
0
    is_visible |= (node->ChildNodes[0] && node->ChildNodes[0]->IsVisible);
16016
0
    is_visible |= (node->ChildNodes[1] && node->ChildNodes[1]->IsVisible);
16017
0
    node->IsVisible = is_visible;
16018
0
}
16019
16020
static void ImGui::DockNodeStartMouseMovingWindow(ImGuiDockNode* node, ImGuiWindow* window)
16021
0
{
16022
0
    ImGuiContext& g = *GImGui;
16023
0
    IM_ASSERT(node->WantMouseMove == true);
16024
0
    StartMouseMovingWindow(window);
16025
0
    g.ActiveIdClickOffset = g.IO.MouseClickedPos[0] - node->Pos;
16026
0
    g.MovingWindow = window; // If we are docked into a non moveable root window, StartMouseMovingWindow() won't set g.MovingWindow. Override that decision.
16027
0
    node->WantMouseMove = false;
16028
0
}
16029
16030
// Update CentralNode, OnlyNodeWithWindows, LastFocusedNodeID. Copy window class.
16031
static void ImGui::DockNodeUpdateForRootNode(ImGuiDockNode* node)
16032
0
{
16033
0
    DockNodeUpdateFlagsAndCollapse(node);
16034
16035
    // - Setup central node pointers
16036
    // - Find if there's only a single visible window in the hierarchy (in which case we need to display a regular title bar -> FIXME-DOCK: that last part is not done yet!)
16037
    // Cannot merge this with DockNodeUpdateFlagsAndCollapse() because FirstNodeWithWindows is found after window removal and child collapsing
16038
0
    ImGuiDockNodeTreeInfo info;
16039
0
    DockNodeFindInfo(node, &info);
16040
0
    node->CentralNode = info.CentralNode;
16041
0
    node->OnlyNodeWithWindows = (info.CountNodesWithWindows == 1) ? info.FirstNodeWithWindows : NULL;
16042
0
    node->CountNodeWithWindows = info.CountNodesWithWindows;
16043
0
    if (node->LastFocusedNodeId == 0 && info.FirstNodeWithWindows != NULL)
16044
0
        node->LastFocusedNodeId = info.FirstNodeWithWindows->ID;
16045
16046
    // Copy the window class from of our first window so it can be used for proper dock filtering.
16047
    // When node has mixed windows, prioritize the class with the most constraint (DockingAllowUnclassed = false) as the reference to copy.
16048
    // FIXME-DOCK: We don't recurse properly, this code could be reworked to work from DockNodeUpdateScanRec.
16049
0
    if (ImGuiDockNode* first_node_with_windows = info.FirstNodeWithWindows)
16050
0
    {
16051
0
        node->WindowClass = first_node_with_windows->Windows[0]->WindowClass;
16052
0
        for (int n = 1; n < first_node_with_windows->Windows.Size; n++)
16053
0
            if (first_node_with_windows->Windows[n]->WindowClass.DockingAllowUnclassed == false)
16054
0
            {
16055
0
                node->WindowClass = first_node_with_windows->Windows[n]->WindowClass;
16056
0
                break;
16057
0
            }
16058
0
    }
16059
16060
0
    ImGuiDockNode* mark_node = node->CentralNode;
16061
0
    while (mark_node)
16062
0
    {
16063
0
        mark_node->HasCentralNodeChild = true;
16064
0
        mark_node = mark_node->ParentNode;
16065
0
    }
16066
0
}
16067
16068
static void DockNodeSetupHostWindow(ImGuiDockNode* node, ImGuiWindow* host_window)
16069
0
{
16070
    // Remove ourselves from any previous different host window
16071
    // This can happen if a user mistakenly does (see #4295 for details):
16072
    //  - N+0: DockBuilderAddNode(id, 0)    // missing ImGuiDockNodeFlags_DockSpace
16073
    //  - N+1: NewFrame()                   // will create floating host window for that node
16074
    //  - N+1: DockSpace(id)                // requalify node as dockspace, moving host window
16075
0
    if (node->HostWindow && node->HostWindow != host_window && node->HostWindow->DockNodeAsHost == node)
16076
0
        node->HostWindow->DockNodeAsHost = NULL;
16077
16078
0
    host_window->DockNodeAsHost = node;
16079
0
    node->HostWindow = host_window;
16080
0
}
16081
16082
static void ImGui::DockNodeUpdate(ImGuiDockNode* node)
16083
0
{
16084
0
    ImGuiContext& g = *GImGui;
16085
0
    IM_ASSERT(node->LastFrameActive != g.FrameCount);
16086
0
    node->LastFrameAlive = g.FrameCount;
16087
0
    node->IsBgDrawnThisFrame = false;
16088
16089
0
    node->CentralNode = node->OnlyNodeWithWindows = NULL;
16090
0
    if (node->IsRootNode())
16091
0
        DockNodeUpdateForRootNode(node);
16092
16093
    // Remove tab bar if not needed
16094
0
    if (node->TabBar && node->IsNoTabBar())
16095
0
        DockNodeRemoveTabBar(node);
16096
16097
    // Early out for hidden root dock nodes (when all DockId references are in inactive windows, or there is only 1 floating window holding on the DockId)
16098
0
    bool want_to_hide_host_window = false;
16099
0
    if (node->IsFloatingNode())
16100
0
    {
16101
0
        if (node->Windows.Size <= 1 && node->IsLeafNode())
16102
0
            if (!g.IO.ConfigDockingAlwaysTabBar && (node->Windows.Size == 0 || !node->Windows[0]->WindowClass.DockingAlwaysTabBar))
16103
0
                want_to_hide_host_window = true;
16104
0
        if (node->CountNodeWithWindows == 0)
16105
0
            want_to_hide_host_window = true;
16106
0
    }
16107
0
    if (want_to_hide_host_window)
16108
0
    {
16109
0
        if (node->Windows.Size == 1)
16110
0
        {
16111
            // Floating window pos/size is authoritative
16112
0
            ImGuiWindow* single_window = node->Windows[0];
16113
0
            node->Pos = single_window->Pos;
16114
0
            node->Size = single_window->SizeFull;
16115
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
16116
16117
            // Transfer focus immediately so when we revert to a regular window it is immediately selected
16118
0
            if (node->HostWindow && g.NavWindow == node->HostWindow)
16119
0
                FocusWindow(single_window);
16120
0
            if (node->HostWindow)
16121
0
            {
16122
0
                single_window->Viewport = node->HostWindow->Viewport;
16123
0
                single_window->ViewportId = node->HostWindow->ViewportId;
16124
0
                if (node->HostWindow->ViewportOwned)
16125
0
                {
16126
0
                    single_window->Viewport->Window = single_window;
16127
0
                    single_window->ViewportOwned = true;
16128
0
                }
16129
0
            }
16130
0
        }
16131
16132
0
        DockNodeHideHostWindow(node);
16133
0
        node->State = ImGuiDockNodeState_HostWindowHiddenBecauseSingleWindow;
16134
0
        node->WantCloseAll = false;
16135
0
        node->WantCloseTabId = 0;
16136
0
        node->HasCloseButton = node->HasWindowMenuButton = false;
16137
0
        node->LastFrameActive = g.FrameCount;
16138
16139
0
        if (node->WantMouseMove && node->Windows.Size == 1)
16140
0
            DockNodeStartMouseMovingWindow(node, node->Windows[0]);
16141
0
        return;
16142
0
    }
16143
16144
    // In some circumstance we will defer creating the host window (so everything will be kept hidden),
16145
    // while the expected visible window is resizing itself.
16146
    // This is important for first-time (no ini settings restored) single window when io.ConfigDockingAlwaysTabBar is enabled,
16147
    // otherwise the node ends up using the minimum window size. Effectively those windows will take an extra frame to show up:
16148
    //   N+0: Begin(): window created (with no known size), node is created
16149
    //   N+1: DockNodeUpdate(): node skip creating host window / Begin(): window size applied, not visible
16150
    //   N+2: DockNodeUpdate(): node can create host window / Begin(): window becomes visible
16151
    // We could remove this frame if we could reliably calculate the expected window size during node update, before the Begin() code.
16152
    // It would require a generalization of CalcWindowExpectedSize(), probably extracting code away from Begin().
16153
    // In reality it isn't very important as user quickly ends up with size data in .ini file.
16154
0
    if (node->IsVisible && node->HostWindow == NULL && node->IsFloatingNode() && node->IsLeafNode())
16155
0
    {
16156
0
        IM_ASSERT(node->Windows.Size > 0);
16157
0
        ImGuiWindow* ref_window = NULL;
16158
0
        if (node->SelectedTabId != 0) // Note that we prune single-window-node settings on .ini loading, so this is generally 0 for them!
16159
0
            ref_window = DockNodeFindWindowByID(node, node->SelectedTabId);
16160
0
        if (ref_window == NULL)
16161
0
            ref_window = node->Windows[0];
16162
0
        if (ref_window->AutoFitFramesX > 0 || ref_window->AutoFitFramesY > 0)
16163
0
        {
16164
0
            node->State = ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing;
16165
0
            return;
16166
0
        }
16167
0
    }
16168
16169
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16170
16171
    // Decide if the node will have a close button and a window menu button
16172
0
    node->HasWindowMenuButton = (node->Windows.Size > 0) && (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0;
16173
0
    node->HasCloseButton = false;
16174
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16175
0
    {
16176
        // FIXME-DOCK: Setting DockIsActive here means that for single active window in a leaf node, DockIsActive will be cleared until the next Begin() call.
16177
0
        ImGuiWindow* window = node->Windows[window_n];
16178
0
        node->HasCloseButton |= window->HasCloseButton;
16179
0
        window->DockIsActive = (node->Windows.Size > 1);
16180
0
    }
16181
0
    if (node_flags & ImGuiDockNodeFlags_NoCloseButton)
16182
0
        node->HasCloseButton = false;
16183
16184
    // Bind or create host window
16185
0
    ImGuiWindow* host_window = NULL;
16186
0
    bool beginned_into_host_window = false;
16187
0
    if (node->IsDockSpace())
16188
0
    {
16189
        // [Explicit root dockspace node]
16190
0
        IM_ASSERT(node->HostWindow);
16191
0
        host_window = node->HostWindow;
16192
0
    }
16193
0
    else
16194
0
    {
16195
        // [Automatic root or child nodes]
16196
0
        if (node->IsRootNode() && node->IsVisible)
16197
0
        {
16198
0
            ImGuiWindow* ref_window = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16199
16200
            // Sync Pos
16201
0
            if (node->AuthorityForPos == ImGuiDataAuthority_Window && ref_window)
16202
0
                SetNextWindowPos(ref_window->Pos);
16203
0
            else if (node->AuthorityForPos == ImGuiDataAuthority_DockNode)
16204
0
                SetNextWindowPos(node->Pos);
16205
16206
            // Sync Size
16207
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16208
0
                SetNextWindowSize(ref_window->SizeFull);
16209
0
            else if (node->AuthorityForSize == ImGuiDataAuthority_DockNode)
16210
0
                SetNextWindowSize(node->Size);
16211
16212
            // Sync Collapsed
16213
0
            if (node->AuthorityForSize == ImGuiDataAuthority_Window && ref_window)
16214
0
                SetNextWindowCollapsed(ref_window->Collapsed);
16215
16216
            // Sync Viewport
16217
0
            if (node->AuthorityForViewport == ImGuiDataAuthority_Window && ref_window)
16218
0
                SetNextWindowViewport(ref_window->ViewportId);
16219
16220
0
            SetNextWindowClass(&node->WindowClass);
16221
16222
            // Begin into the host window
16223
0
            char window_label[20];
16224
0
            DockNodeGetHostWindowTitle(node, window_label, IM_ARRAYSIZE(window_label));
16225
0
            ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse | ImGuiWindowFlags_DockNodeHost;
16226
0
            window_flags |= ImGuiWindowFlags_NoFocusOnAppearing;
16227
0
            window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoNavFocus | ImGuiWindowFlags_NoCollapse;
16228
0
            window_flags |= ImGuiWindowFlags_NoTitleBar;
16229
16230
0
            SetNextWindowBgAlpha(0.0f); // Don't set ImGuiWindowFlags_NoBackground because it disables borders
16231
0
            PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
16232
0
            Begin(window_label, NULL, window_flags);
16233
0
            PopStyleVar();
16234
0
            beginned_into_host_window = true;
16235
16236
0
            host_window = g.CurrentWindow;
16237
0
            DockNodeSetupHostWindow(node, host_window);
16238
0
            host_window->DC.CursorPos = host_window->Pos;
16239
0
            node->Pos = host_window->Pos;
16240
0
            node->Size = host_window->Size;
16241
16242
            // We set ImGuiWindowFlags_NoFocusOnAppearing because we don't want the host window to take full focus (e.g. steal NavWindow)
16243
            // But we still it bring it to the front of display. There's no way to choose this precise behavior via window flags.
16244
            // One simple case to ponder if: window A has a toggle to create windows B/C/D. Dock B/C/D together, clear the toggle and enable it again.
16245
            // When reappearing B/C/D will request focus and be moved to the top of the display pile, but they are not linked to the dock host window
16246
            // during the frame they appear. The dock host window would keep its old display order, and the sorting in EndFrame would move B/C/D back
16247
            // after the dock host window, losing their top-most status.
16248
0
            if (node->HostWindow->Appearing)
16249
0
                BringWindowToDisplayFront(node->HostWindow);
16250
16251
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16252
0
        }
16253
0
        else if (node->ParentNode)
16254
0
        {
16255
0
            node->HostWindow = host_window = node->ParentNode->HostWindow;
16256
0
            node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Auto;
16257
0
        }
16258
0
        if (node->WantMouseMove && node->HostWindow)
16259
0
            DockNodeStartMouseMovingWindow(node, node->HostWindow);
16260
0
    }
16261
16262
    // Update focused node (the one whose title bar is highlight) within a node tree
16263
0
    if (node->IsSplitNode())
16264
0
        IM_ASSERT(node->TabBar == NULL);
16265
0
    if (node->IsRootNode())
16266
0
        if (ImGuiWindow* p_window = g.NavWindow ? g.NavWindow->RootWindow : NULL)
16267
0
            while (p_window != NULL && p_window->DockNode != NULL)
16268
0
            {
16269
0
                ImGuiDockNode* p_node = DockNodeGetRootNode(p_window->DockNode);
16270
0
                if (p_node == node)
16271
0
                {
16272
0
                    node->LastFocusedNodeId = p_window->DockNode->ID; // Note: not using root node ID!
16273
0
                    break;
16274
0
                }
16275
0
                p_window = p_node->HostWindow ? p_node->HostWindow->RootWindow : NULL;
16276
0
            }
16277
16278
    // Register a hit-test hole in the window unless we are currently dragging a window that is compatible with our dockspace
16279
0
    ImGuiDockNode* central_node = node->CentralNode;
16280
0
    const bool central_node_hole = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0 && central_node != NULL && central_node->IsEmpty();
16281
0
    bool central_node_hole_register_hit_test_hole = central_node_hole;
16282
0
    if (central_node_hole)
16283
0
        if (const ImGuiPayload* payload = ImGui::GetDragDropPayload())
16284
0
            if (payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) && DockNodeIsDropAllowed(host_window, *(ImGuiWindow**)payload->Data))
16285
0
                central_node_hole_register_hit_test_hole = false;
16286
0
    if (central_node_hole_register_hit_test_hole)
16287
0
    {
16288
        // We add a little padding to match the "resize from edges" behavior and allow grabbing the splitter easily.
16289
        // (But we only add it if there's something else on the other side of the hole, otherwise for e.g. fullscreen
16290
        // covering passthru node we'd have a gap on the edge not covered by the hole)
16291
0
        IM_ASSERT(node->IsDockSpace()); // We cannot pass this flag without the DockSpace() api. Testing this because we also setup the hole in host_window->ParentNode
16292
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(central_node);
16293
0
        ImRect root_rect(root_node->Pos, root_node->Pos + root_node->Size);
16294
0
        ImRect hole_rect(central_node->Pos, central_node->Pos + central_node->Size);
16295
0
        if (hole_rect.Min.x > root_rect.Min.x) { hole_rect.Min.x += WINDOWS_HOVER_PADDING; }
16296
0
        if (hole_rect.Max.x < root_rect.Max.x) { hole_rect.Max.x -= WINDOWS_HOVER_PADDING; }
16297
0
        if (hole_rect.Min.y > root_rect.Min.y) { hole_rect.Min.y += WINDOWS_HOVER_PADDING; }
16298
0
        if (hole_rect.Max.y < root_rect.Max.y) { hole_rect.Max.y -= WINDOWS_HOVER_PADDING; }
16299
        //GetForegroundDrawList()->AddRect(hole_rect.Min, hole_rect.Max, IM_COL32(255, 0, 0, 255));
16300
0
        if (central_node_hole && !hole_rect.IsInverted())
16301
0
        {
16302
0
            SetWindowHitTestHole(host_window, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16303
0
            if (host_window->ParentWindow)
16304
0
                SetWindowHitTestHole(host_window->ParentWindow, hole_rect.Min, hole_rect.Max - hole_rect.Min);
16305
0
        }
16306
0
    }
16307
16308
    // Update position/size, process and draw resizing splitters
16309
0
    if (node->IsRootNode() && host_window)
16310
0
    {
16311
0
        DockNodeTreeUpdatePosSize(node, host_window->Pos, host_window->Size);
16312
0
        DockNodeTreeUpdateSplitter(node);
16313
0
    }
16314
16315
    // Draw empty node background (currently can only be the Central Node)
16316
0
    if (host_window && node->IsEmpty() && node->IsVisible)
16317
0
    {
16318
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16319
0
        node->LastBgColor = (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) ? 0 : GetColorU32(ImGuiCol_DockingEmptyBg);
16320
0
        if (node->LastBgColor != 0)
16321
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, node->LastBgColor);
16322
0
        node->IsBgDrawnThisFrame = true;
16323
0
    }
16324
16325
    // Draw whole dockspace background if ImGuiDockNodeFlags_PassthruCentralNode if set.
16326
    // We need to draw a background at the root level if requested by ImGuiDockNodeFlags_PassthruCentralNode, but we will only know the correct pos/size
16327
    // _after_ processing the resizing splitters. So we are using the DrawList channel splitting facility to submit drawing primitives out of order!
16328
0
    const bool render_dockspace_bg = node->IsRootNode() && host_window && (node_flags & ImGuiDockNodeFlags_PassthruCentralNode) != 0;
16329
0
    if (render_dockspace_bg && node->IsVisible)
16330
0
    {
16331
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_BG);
16332
0
        if (central_node_hole)
16333
0
            RenderRectFilledWithHole(host_window->DrawList, node->Rect(), central_node->Rect(), GetColorU32(ImGuiCol_WindowBg), 0.0f);
16334
0
        else
16335
0
            host_window->DrawList->AddRectFilled(node->Pos, node->Pos + node->Size, GetColorU32(ImGuiCol_WindowBg), 0.0f);
16336
0
    }
16337
16338
    // Draw and populate Tab Bar
16339
0
    if (host_window)
16340
0
        host_window->DrawList->ChannelsSetCurrent(DOCKING_HOST_DRAW_CHANNEL_FG);
16341
0
    if (host_window && node->Windows.Size > 0)
16342
0
    {
16343
0
        DockNodeUpdateTabBar(node, host_window);
16344
0
    }
16345
0
    else
16346
0
    {
16347
0
        node->WantCloseAll = false;
16348
0
        node->WantCloseTabId = 0;
16349
0
        node->IsFocused = false;
16350
0
    }
16351
0
    if (node->TabBar && node->TabBar->SelectedTabId)
16352
0
        node->SelectedTabId = node->TabBar->SelectedTabId;
16353
0
    else if (node->Windows.Size > 0)
16354
0
        node->SelectedTabId = node->Windows[0]->TabId;
16355
16356
    // Draw payload drop target
16357
0
    if (host_window && node->IsVisible)
16358
0
        if (node->IsRootNode() && (g.MovingWindow == NULL || g.MovingWindow->RootWindowDockTree != host_window))
16359
0
            BeginDockableDragDropTarget(host_window);
16360
16361
    // We update this after DockNodeUpdateTabBar()
16362
0
    node->LastFrameActive = g.FrameCount;
16363
16364
    // Recurse into children
16365
    // FIXME-DOCK FIXME-OPT: Should not need to recurse into children
16366
0
    if (host_window)
16367
0
    {
16368
0
        if (node->ChildNodes[0])
16369
0
            DockNodeUpdate(node->ChildNodes[0]);
16370
0
        if (node->ChildNodes[1])
16371
0
            DockNodeUpdate(node->ChildNodes[1]);
16372
16373
        // Render outer borders last (after the tab bar)
16374
0
        if (node->IsRootNode())
16375
0
            RenderWindowOuterBorders(host_window);
16376
0
    }
16377
16378
    // End host window
16379
0
    if (beginned_into_host_window) //-V1020
16380
0
        End();
16381
0
}
16382
16383
// Compare TabItem nodes given the last known DockOrder (will persist in .ini file as hint), used to sort tabs when multiple tabs are added on the same frame.
16384
static int IMGUI_CDECL TabItemComparerByDockOrder(const void* lhs, const void* rhs)
16385
0
{
16386
0
    ImGuiWindow* a = ((const ImGuiTabItem*)lhs)->Window;
16387
0
    ImGuiWindow* b = ((const ImGuiTabItem*)rhs)->Window;
16388
0
    if (int d = ((a->DockOrder == -1) ? INT_MAX : a->DockOrder) - ((b->DockOrder == -1) ? INT_MAX : b->DockOrder))
16389
0
        return d;
16390
0
    return (a->BeginOrderWithinContext - b->BeginOrderWithinContext);
16391
0
}
16392
16393
// Default handler for g.DockNodeWindowMenuHandler(): display the list of windows for a given dock-node.
16394
// This is exceptionally stored in a function pointer to also user applications to tweak this menu (undocumented)
16395
// Custom overrides may want to decorate, group, sort entries.
16396
// Please note those are internal structures: if you copy this expect occasional breakage.
16397
void ImGui::DockNodeWindowMenuHandler_Default(ImGuiContext* ctx, ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16398
0
{
16399
0
    IM_UNUSED(ctx);
16400
0
    if (tab_bar->Tabs.Size == 1)
16401
0
    {
16402
        // "Hide tab bar" option. Being one of our rare user-facing string we pull it from a table.
16403
0
        if (MenuItem(LocalizeGetMsg(ImGuiLocKey_DockingHideTabBar), NULL, node->IsHiddenTabBar()))
16404
0
            node->WantHiddenTabBarToggle = true;
16405
0
    }
16406
0
    else
16407
0
    {
16408
        // Display a selectable list of windows in this docking node
16409
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
16410
0
        {
16411
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
16412
0
            if (tab->Flags & ImGuiTabItemFlags_Button)
16413
0
                continue;
16414
0
            if (Selectable(TabBarGetTabName(tab_bar, tab), tab->ID == tab_bar->SelectedTabId))
16415
0
                TabBarQueueFocus(tab_bar, tab);
16416
0
            SameLine();
16417
0
            Text("   ");
16418
0
        }
16419
0
    }
16420
0
}
16421
16422
static void ImGui::DockNodeWindowMenuUpdate(ImGuiDockNode* node, ImGuiTabBar* tab_bar)
16423
0
{
16424
    // Try to position the menu so it is more likely to stays within the same viewport
16425
0
    ImGuiContext& g = *GImGui;
16426
0
    if (g.Style.WindowMenuButtonPosition == ImGuiDir_Left)
16427
0
        SetNextWindowPos(ImVec2(node->Pos.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(0.0f, 0.0f));
16428
0
    else
16429
0
        SetNextWindowPos(ImVec2(node->Pos.x + node->Size.x, node->Pos.y + GetFrameHeight()), ImGuiCond_Always, ImVec2(1.0f, 0.0f));
16430
0
    if (BeginPopup("#WindowMenu"))
16431
0
    {
16432
0
        node->IsFocused = true;
16433
0
        g.DockNodeWindowMenuHandler(&g, node, tab_bar);
16434
0
        EndPopup();
16435
0
    }
16436
0
}
16437
16438
// User helper to append/amend into a dock node tab bar. Most commonly used to add e.g. a "+" button.
16439
bool ImGui::DockNodeBeginAmendTabBar(ImGuiDockNode* node)
16440
0
{
16441
0
    if (node->TabBar == NULL || node->HostWindow == NULL)
16442
0
        return false;
16443
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
16444
0
        return false;
16445
0
    Begin(node->HostWindow->Name);
16446
0
    PushOverrideID(node->ID);
16447
0
    bool ret = BeginTabBarEx(node->TabBar, node->TabBar->BarRect, node->TabBar->Flags, node);
16448
0
    IM_UNUSED(ret);
16449
0
    IM_ASSERT(ret);
16450
0
    return true;
16451
0
}
16452
16453
void ImGui::DockNodeEndAmendTabBar()
16454
0
{
16455
0
    EndTabBar();
16456
0
    PopID();
16457
0
    End();
16458
0
}
16459
16460
static bool IsDockNodeTitleBarHighlighted(ImGuiDockNode* node, ImGuiDockNode* root_node)
16461
0
{
16462
    // CTRL+Tab highlight (only highlighting leaf node, not whole hierarchy)
16463
0
    ImGuiContext& g = *GImGui;
16464
0
    if (g.NavWindowingTarget)
16465
0
        return (g.NavWindowingTarget->DockNode == node);
16466
16467
    // FIXME-DOCKING: May want alternative to treat central node void differently? e.g. if (g.NavWindow == host_window)
16468
0
    if (g.NavWindow && root_node->LastFocusedNodeId == node->ID)
16469
0
    {
16470
        // FIXME: This could all be backed in RootWindowForTitleBarHighlight? Probably need to reorganize for both dock nodes + other RootWindowForTitleBarHighlight users (not-node)
16471
0
        ImGuiWindow* parent_window = g.NavWindow->RootWindow;
16472
0
        while (parent_window->Flags & ImGuiWindowFlags_ChildMenu)
16473
0
            parent_window = parent_window->ParentWindow->RootWindow;
16474
0
        ImGuiDockNode* start_parent_node = parent_window->DockNodeAsHost ? parent_window->DockNodeAsHost : parent_window->DockNode;
16475
0
        for (ImGuiDockNode* parent_node = start_parent_node; parent_node != NULL; parent_node = parent_node->HostWindow ? parent_node->HostWindow->RootWindow->DockNode : NULL)
16476
0
            if ((parent_node = ImGui::DockNodeGetRootNode(parent_node)) == root_node)
16477
0
                return true;
16478
0
    }
16479
0
    return false;
16480
0
}
16481
16482
// Submit the tab bar corresponding to a dock node and various housekeeping details.
16483
static void ImGui::DockNodeUpdateTabBar(ImGuiDockNode* node, ImGuiWindow* host_window)
16484
0
{
16485
0
    ImGuiContext& g = *GImGui;
16486
0
    ImGuiStyle& style = g.Style;
16487
16488
0
    const bool node_was_active = (node->LastFrameActive + 1 == g.FrameCount);
16489
0
    const bool closed_all = node->WantCloseAll && node_was_active;
16490
0
    const ImGuiID closed_one = node->WantCloseTabId && node_was_active;
16491
0
    node->WantCloseAll = false;
16492
0
    node->WantCloseTabId = 0;
16493
16494
    // Decide if we should use a focused title bar color
16495
0
    bool is_focused = false;
16496
0
    ImGuiDockNode* root_node = DockNodeGetRootNode(node);
16497
0
    if (IsDockNodeTitleBarHighlighted(node, root_node))
16498
0
        is_focused = true;
16499
16500
    // Hidden tab bar will show a triangle on the upper-left (in Begin)
16501
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
16502
0
    {
16503
0
        node->VisibleWindow = (node->Windows.Size > 0) ? node->Windows[0] : NULL;
16504
0
        node->IsFocused = is_focused;
16505
0
        if (is_focused)
16506
0
            node->LastFrameFocused = g.FrameCount;
16507
0
        if (node->VisibleWindow)
16508
0
        {
16509
            // Notify root of visible window (used to display title in OS task bar)
16510
0
            if (is_focused || root_node->VisibleWindow == NULL)
16511
0
                root_node->VisibleWindow = node->VisibleWindow;
16512
0
            if (node->TabBar)
16513
0
                node->TabBar->VisibleTabId = node->VisibleWindow->TabId;
16514
0
        }
16515
0
        return;
16516
0
    }
16517
16518
    // Move ourselves to the Menu layer (so we can be accessed by tapping Alt) + undo SkipItems flag in order to draw over the title bar even if the window is collapsed
16519
0
    bool backup_skip_item = host_window->SkipItems;
16520
0
    if (!node->IsDockSpace())
16521
0
    {
16522
0
        host_window->SkipItems = false;
16523
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Menu;
16524
0
    }
16525
16526
    // Use PushOverrideID() instead of PushID() to use the node id _without_ the host window ID.
16527
    // This is to facilitate computing those ID from the outside, and will affect more or less only the ID of the collapse button, popup and tabs,
16528
    // as docked windows themselves will override the stack with their own root ID.
16529
0
    PushOverrideID(node->ID);
16530
0
    ImGuiTabBar* tab_bar = node->TabBar;
16531
0
    bool tab_bar_is_recreated = (tab_bar == NULL); // Tab bar are automatically destroyed when a node gets hidden
16532
0
    if (tab_bar == NULL)
16533
0
    {
16534
0
        DockNodeAddTabBar(node);
16535
0
        tab_bar = node->TabBar;
16536
0
    }
16537
16538
0
    ImGuiID focus_tab_id = 0;
16539
0
    node->IsFocused = is_focused;
16540
16541
0
    const ImGuiDockNodeFlags node_flags = node->MergedFlags;
16542
0
    const bool has_window_menu_button = (node_flags & ImGuiDockNodeFlags_NoWindowMenuButton) == 0 && (style.WindowMenuButtonPosition != ImGuiDir_None);
16543
16544
    // In a dock node, the Collapse Button turns into the Window Menu button.
16545
    // FIXME-DOCK FIXME-OPT: Could we recycle popups id across multiple dock nodes?
16546
0
    if (has_window_menu_button && IsPopupOpen("#WindowMenu"))
16547
0
    {
16548
0
        ImGuiID next_selected_tab_id = tab_bar->NextSelectedTabId;
16549
0
        DockNodeWindowMenuUpdate(node, tab_bar);
16550
0
        if (tab_bar->NextSelectedTabId != 0 && tab_bar->NextSelectedTabId != next_selected_tab_id)
16551
0
            focus_tab_id = tab_bar->NextSelectedTabId;
16552
0
        is_focused |= node->IsFocused;
16553
0
    }
16554
16555
    // Layout
16556
0
    ImRect title_bar_rect, tab_bar_rect;
16557
0
    ImVec2 window_menu_button_pos;
16558
0
    ImVec2 close_button_pos;
16559
0
    DockNodeCalcTabBarLayout(node, &title_bar_rect, &tab_bar_rect, &window_menu_button_pos, &close_button_pos);
16560
16561
    // Submit new tabs, they will be added as Unsorted and sorted below based on relative DockOrder value.
16562
0
    const int tabs_count_old = tab_bar->Tabs.Size;
16563
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16564
0
    {
16565
0
        ImGuiWindow* window = node->Windows[window_n];
16566
0
        if (TabBarFindTabByID(tab_bar, window->TabId) == NULL)
16567
0
            TabBarAddTab(tab_bar, ImGuiTabItemFlags_Unsorted, window);
16568
0
    }
16569
16570
    // Title bar
16571
0
    if (is_focused)
16572
0
        node->LastFrameFocused = g.FrameCount;
16573
0
    ImU32 title_bar_col = GetColorU32(host_window->Collapsed ? ImGuiCol_TitleBgCollapsed : is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg);
16574
0
    ImDrawFlags rounding_flags = CalcRoundingFlagsForRectInRect(title_bar_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE);
16575
0
    host_window->DrawList->AddRectFilled(title_bar_rect.Min, title_bar_rect.Max, title_bar_col, host_window->WindowRounding, rounding_flags);
16576
16577
    // Docking/Collapse button
16578
0
    if (has_window_menu_button)
16579
0
    {
16580
0
        if (CollapseButton(host_window->GetID("#COLLAPSE"), window_menu_button_pos, node)) // == DockNodeGetWindowMenuButtonId(node)
16581
0
            OpenPopup("#WindowMenu");
16582
0
        if (IsItemActive())
16583
0
            focus_tab_id = tab_bar->SelectedTabId;
16584
0
    }
16585
16586
    // If multiple tabs are appearing on the same frame, sort them based on their persistent DockOrder value
16587
0
    int tabs_unsorted_start = tab_bar->Tabs.Size;
16588
0
    for (int tab_n = tab_bar->Tabs.Size - 1; tab_n >= 0 && (tab_bar->Tabs[tab_n].Flags & ImGuiTabItemFlags_Unsorted); tab_n--)
16589
0
    {
16590
        // FIXME-DOCK: Consider only clearing the flag after the tab has been alive for a few consecutive frames, allowing late comers to not break sorting?
16591
0
        tab_bar->Tabs[tab_n].Flags &= ~ImGuiTabItemFlags_Unsorted;
16592
0
        tabs_unsorted_start = tab_n;
16593
0
    }
16594
0
    if (tab_bar->Tabs.Size > tabs_unsorted_start)
16595
0
    {
16596
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] In node 0x%08X: %d new appearing tabs:%s\n", node->ID, tab_bar->Tabs.Size - tabs_unsorted_start, (tab_bar->Tabs.Size > tabs_unsorted_start + 1) ? " (will sort)" : "");
16597
0
        for (int tab_n = tabs_unsorted_start; tab_n < tab_bar->Tabs.Size; tab_n++)
16598
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] - Tab '%s' Order %d\n", tab_bar->Tabs[tab_n].Window->Name, tab_bar->Tabs[tab_n].Window->DockOrder);
16599
0
        if (tab_bar->Tabs.Size > tabs_unsorted_start + 1)
16600
0
            ImQsort(tab_bar->Tabs.Data + tabs_unsorted_start, tab_bar->Tabs.Size - tabs_unsorted_start, sizeof(ImGuiTabItem), TabItemComparerByDockOrder);
16601
0
    }
16602
16603
    // Apply NavWindow focus back to the tab bar
16604
0
    if (g.NavWindow && g.NavWindow->RootWindow->DockNode == node)
16605
0
        tab_bar->SelectedTabId = g.NavWindow->RootWindow->TabId;
16606
16607
    // Selected newly added tabs, or persistent tab ID if the tab bar was just recreated
16608
0
    if (tab_bar_is_recreated && TabBarFindTabByID(tab_bar, node->SelectedTabId) != NULL)
16609
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = node->SelectedTabId;
16610
0
    else if (tab_bar->Tabs.Size > tabs_count_old)
16611
0
        tab_bar->SelectedTabId = tab_bar->NextSelectedTabId = tab_bar->Tabs.back().Window->TabId;
16612
16613
    // Begin tab bar
16614
0
    ImGuiTabBarFlags tab_bar_flags = ImGuiTabBarFlags_Reorderable | ImGuiTabBarFlags_AutoSelectNewTabs; // | ImGuiTabBarFlags_NoTabListScrollingButtons);
16615
0
    tab_bar_flags |= ImGuiTabBarFlags_SaveSettings | ImGuiTabBarFlags_DockNode;
16616
0
    if (!host_window->Collapsed && is_focused)
16617
0
        tab_bar_flags |= ImGuiTabBarFlags_IsFocused;
16618
0
    BeginTabBarEx(tab_bar, tab_bar_rect, tab_bar_flags, node);
16619
    //host_window->DrawList->AddRect(tab_bar_rect.Min, tab_bar_rect.Max, IM_COL32(255,0,255,255));
16620
16621
    // Backup style colors
16622
0
    ImVec4 backup_style_cols[ImGuiWindowDockStyleCol_COUNT];
16623
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16624
0
        backup_style_cols[color_n] = g.Style.Colors[GWindowDockStyleColors[color_n]];
16625
16626
    // Submit actual tabs
16627
0
    node->VisibleWindow = NULL;
16628
0
    for (int window_n = 0; window_n < node->Windows.Size; window_n++)
16629
0
    {
16630
0
        ImGuiWindow* window = node->Windows[window_n];
16631
0
        if ((closed_all || closed_one == window->TabId) && window->HasCloseButton && !(window->Flags & ImGuiWindowFlags_UnsavedDocument))
16632
0
            continue;
16633
0
        if (window->LastFrameActive + 1 >= g.FrameCount || !node_was_active)
16634
0
        {
16635
0
            ImGuiTabItemFlags tab_item_flags = 0;
16636
0
            tab_item_flags |= window->WindowClass.TabItemFlagsOverrideSet;
16637
0
            if (window->Flags & ImGuiWindowFlags_UnsavedDocument)
16638
0
                tab_item_flags |= ImGuiTabItemFlags_UnsavedDocument;
16639
0
            if (tab_bar->Flags & ImGuiTabBarFlags_NoCloseWithMiddleMouseButton)
16640
0
                tab_item_flags |= ImGuiTabItemFlags_NoCloseWithMiddleMouseButton;
16641
16642
            // Apply stored style overrides for the window
16643
0
            for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16644
0
                g.Style.Colors[GWindowDockStyleColors[color_n]] = ColorConvertU32ToFloat4(window->DockStyle.Colors[color_n]);
16645
16646
            // Note that TabItemEx() calls TabBarCalcTabID() so our tab item ID will ignore the current ID stack (rightly so)
16647
0
            bool tab_open = true;
16648
0
            TabItemEx(tab_bar, window->Name, window->HasCloseButton ? &tab_open : NULL, tab_item_flags, window);
16649
0
            if (!tab_open)
16650
0
                node->WantCloseTabId = window->TabId;
16651
0
            if (tab_bar->VisibleTabId == window->TabId)
16652
0
                node->VisibleWindow = window;
16653
16654
            // Store last item data so it can be queried with IsItemXXX functions after the user Begin() call
16655
0
            window->DockTabItemStatusFlags = g.LastItemData.StatusFlags;
16656
0
            window->DockTabItemRect = g.LastItemData.Rect;
16657
16658
            // Update navigation ID on menu layer
16659
0
            if (g.NavWindow && g.NavWindow->RootWindow == window && (window->DC.NavLayersActiveMask & (1 << ImGuiNavLayer_Menu)) == 0)
16660
0
                host_window->NavLastIds[1] = window->TabId;
16661
0
        }
16662
0
    }
16663
16664
    // Restore style colors
16665
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
16666
0
        g.Style.Colors[GWindowDockStyleColors[color_n]] = backup_style_cols[color_n];
16667
16668
    // Notify root of visible window (used to display title in OS task bar)
16669
0
    if (node->VisibleWindow)
16670
0
        if (is_focused || root_node->VisibleWindow == NULL)
16671
0
            root_node->VisibleWindow = node->VisibleWindow;
16672
16673
    // Close button (after VisibleWindow was updated)
16674
    // Note that VisibleWindow may have been overrided by CTRL+Tabbing, so VisibleWindow->TabId may be != from tab_bar->SelectedTabId
16675
0
    const bool close_button_is_enabled = node->HasCloseButton && node->VisibleWindow && node->VisibleWindow->HasCloseButton;
16676
0
    const bool close_button_is_visible = node->HasCloseButton;
16677
    //const bool close_button_is_visible = close_button_is_enabled; // Most people would expect this behavior of not even showing the button (leaving a hole since we can't claim that space as other windows in the tba bar have one)
16678
0
    if (close_button_is_visible)
16679
0
    {
16680
0
        if (!close_button_is_enabled)
16681
0
        {
16682
0
            PushItemFlag(ImGuiItemFlags_Disabled, true);
16683
0
            PushStyleColor(ImGuiCol_Text, style.Colors[ImGuiCol_Text] * ImVec4(1.0f,1.0f,1.0f,0.4f));
16684
0
        }
16685
0
        if (CloseButton(host_window->GetID("#CLOSE"), close_button_pos))
16686
0
        {
16687
0
            node->WantCloseAll = true;
16688
0
            for (int n = 0; n < tab_bar->Tabs.Size; n++)
16689
0
                TabBarCloseTab(tab_bar, &tab_bar->Tabs[n]);
16690
0
        }
16691
        //if (IsItemActive())
16692
        //    focus_tab_id = tab_bar->SelectedTabId;
16693
0
        if (!close_button_is_enabled)
16694
0
        {
16695
0
            PopStyleColor();
16696
0
            PopItemFlag();
16697
0
        }
16698
0
    }
16699
16700
    // When clicking on the title bar outside of tabs, we still focus the selected tab for that node
16701
    // FIXME: TabItem use AllowItemOverlap so we manually perform a more specific test for now (hovered || held)
16702
0
    ImGuiID title_bar_id = host_window->GetID("#TITLEBAR");
16703
0
    if (g.HoveredId == 0 || g.HoveredId == title_bar_id || g.ActiveId == title_bar_id)
16704
0
    {
16705
0
        bool held;
16706
0
        ButtonBehavior(title_bar_rect, title_bar_id, NULL, &held, ImGuiButtonFlags_AllowItemOverlap);
16707
0
        if (g.HoveredId == title_bar_id)
16708
0
        {
16709
            // ImGuiButtonFlags_AllowItemOverlap + SetItemAllowOverlap() required for appending into dock node tab bar,
16710
            // otherwise dragging window will steal HoveredId and amended tabs cannot get them.
16711
0
            g.LastItemData.ID = title_bar_id;
16712
0
            SetItemAllowOverlap();
16713
0
        }
16714
0
        if (held)
16715
0
        {
16716
0
            if (IsMouseClicked(0))
16717
0
                focus_tab_id = tab_bar->SelectedTabId;
16718
16719
            // Forward moving request to selected window
16720
0
            if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, tab_bar->SelectedTabId))
16721
0
                StartMouseMovingWindowOrNode(tab->Window ? tab->Window : node->HostWindow, node, false);
16722
0
        }
16723
0
    }
16724
16725
    // Forward focus from host node to selected window
16726
    //if (is_focused && g.NavWindow == host_window && !g.NavWindowingTarget)
16727
    //    focus_tab_id = tab_bar->SelectedTabId;
16728
16729
    // When clicked on a tab we requested focus to the docked child
16730
    // This overrides the value set by "forward focus from host node to selected window".
16731
0
    if (tab_bar->NextSelectedTabId)
16732
0
        focus_tab_id = tab_bar->NextSelectedTabId;
16733
16734
    // Apply navigation focus
16735
0
    if (focus_tab_id != 0)
16736
0
        if (ImGuiTabItem* tab = TabBarFindTabByID(tab_bar, focus_tab_id))
16737
0
            if (tab->Window)
16738
0
            {
16739
0
                FocusWindow(tab->Window);
16740
0
                NavInitWindow(tab->Window, false);
16741
0
            }
16742
16743
0
    EndTabBar();
16744
0
    PopID();
16745
16746
    // Restore SkipItems flag
16747
0
    if (!node->IsDockSpace())
16748
0
    {
16749
0
        host_window->DC.NavLayerCurrent = ImGuiNavLayer_Main;
16750
0
        host_window->SkipItems = backup_skip_item;
16751
0
    }
16752
0
}
16753
16754
static void ImGui::DockNodeAddTabBar(ImGuiDockNode* node)
16755
0
{
16756
0
    IM_ASSERT(node->TabBar == NULL);
16757
0
    node->TabBar = IM_NEW(ImGuiTabBar);
16758
0
}
16759
16760
static void ImGui::DockNodeRemoveTabBar(ImGuiDockNode* node)
16761
0
{
16762
0
    if (node->TabBar == NULL)
16763
0
        return;
16764
0
    IM_DELETE(node->TabBar);
16765
0
    node->TabBar = NULL;
16766
0
}
16767
16768
static bool DockNodeIsDropAllowedOne(ImGuiWindow* payload, ImGuiWindow* host_window)
16769
0
{
16770
0
    if (host_window->DockNodeAsHost && host_window->DockNodeAsHost->IsDockSpace() && payload->BeginOrderWithinContext < host_window->BeginOrderWithinContext)
16771
0
        return false;
16772
16773
0
    ImGuiWindowClass* host_class = host_window->DockNodeAsHost ? &host_window->DockNodeAsHost->WindowClass : &host_window->WindowClass;
16774
0
    ImGuiWindowClass* payload_class = &payload->WindowClass;
16775
0
    if (host_class->ClassId != payload_class->ClassId)
16776
0
    {
16777
0
        if (host_class->ClassId != 0 && host_class->DockingAllowUnclassed && payload_class->ClassId == 0)
16778
0
            return true;
16779
0
        if (payload_class->ClassId != 0 && payload_class->DockingAllowUnclassed && host_class->ClassId == 0)
16780
0
            return true;
16781
0
        return false;
16782
0
    }
16783
16784
    // Prevent docking any window created above a popup
16785
    // Technically we should support it (e.g. in the case of a long-lived modal window that had fancy docking features),
16786
    // by e.g. adding a 'if (!ImGui::IsWindowWithinBeginStackOf(host_window, popup_window))' test.
16787
    // But it would requires more work on our end because the dock host windows is technically created in NewFrame()
16788
    // and our ->ParentXXX and ->RootXXX pointers inside windows are currently mislading or lacking.
16789
0
    ImGuiContext& g = *GImGui;
16790
0
    for (int i = g.OpenPopupStack.Size - 1; i >= 0; i--)
16791
0
        if (ImGuiWindow* popup_window = g.OpenPopupStack[i].Window)
16792
0
            if (ImGui::IsWindowWithinBeginStackOf(payload, popup_window))   // Payload is created from within a popup begin stack.
16793
0
                return false;
16794
16795
0
    return true;
16796
0
}
16797
16798
static bool ImGui::DockNodeIsDropAllowed(ImGuiWindow* host_window, ImGuiWindow* root_payload)
16799
0
{
16800
0
    if (root_payload->DockNodeAsHost && root_payload->DockNodeAsHost->IsSplitNode()) // FIXME-DOCK: Missing filtering
16801
0
        return true;
16802
16803
0
    const int payload_count = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows.Size : 1;
16804
0
    for (int payload_n = 0; payload_n < payload_count; payload_n++)
16805
0
    {
16806
0
        ImGuiWindow* payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->Windows[payload_n] : root_payload;
16807
0
        if (DockNodeIsDropAllowedOne(payload, host_window))
16808
0
            return true;
16809
0
    }
16810
0
    return false;
16811
0
}
16812
16813
// window menu button == collapse button when not in a dock node.
16814
// FIXME: This is similar to RenderWindowTitleBarContents(), may want to share code.
16815
static void ImGui::DockNodeCalcTabBarLayout(const ImGuiDockNode* node, ImRect* out_title_rect, ImRect* out_tab_bar_rect, ImVec2* out_window_menu_button_pos, ImVec2* out_close_button_pos)
16816
0
{
16817
0
    ImGuiContext& g = *GImGui;
16818
0
    ImGuiStyle& style = g.Style;
16819
16820
0
    ImRect r = ImRect(node->Pos.x, node->Pos.y, node->Pos.x + node->Size.x, node->Pos.y + g.FontSize + g.Style.FramePadding.y * 2.0f);
16821
0
    if (out_title_rect) { *out_title_rect = r; }
16822
16823
0
    r.Min.x += style.WindowBorderSize;
16824
0
    r.Max.x -= style.WindowBorderSize;
16825
16826
0
    float button_sz = g.FontSize;
16827
16828
0
    ImVec2 window_menu_button_pos = r.Min;
16829
0
    r.Min.x += style.FramePadding.x;
16830
0
    r.Max.x -= style.FramePadding.x;
16831
0
    if (node->HasCloseButton)
16832
0
    {
16833
0
        r.Max.x -= button_sz;
16834
0
        if (out_close_button_pos) *out_close_button_pos = ImVec2(r.Max.x - style.FramePadding.x, r.Min.y);
16835
0
    }
16836
0
    if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Left)
16837
0
    {
16838
0
        r.Min.x += button_sz + style.ItemInnerSpacing.x;
16839
0
    }
16840
0
    else if (node->HasWindowMenuButton && style.WindowMenuButtonPosition == ImGuiDir_Right)
16841
0
    {
16842
0
        r.Max.x -= button_sz + style.FramePadding.x;
16843
0
        window_menu_button_pos = ImVec2(r.Max.x, r.Min.y);
16844
0
    }
16845
0
    if (out_tab_bar_rect) { *out_tab_bar_rect = r; }
16846
0
    if (out_window_menu_button_pos) { *out_window_menu_button_pos = window_menu_button_pos; }
16847
0
}
16848
16849
void ImGui::DockNodeCalcSplitRects(ImVec2& pos_old, ImVec2& size_old, ImVec2& pos_new, ImVec2& size_new, ImGuiDir dir, ImVec2 size_new_desired)
16850
0
{
16851
0
    ImGuiContext& g = *GImGui;
16852
0
    const float dock_spacing = g.Style.ItemInnerSpacing.x;
16853
0
    const ImGuiAxis axis = (dir == ImGuiDir_Left || dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
16854
0
    pos_new[axis ^ 1] = pos_old[axis ^ 1];
16855
0
    size_new[axis ^ 1] = size_old[axis ^ 1];
16856
16857
    // Distribute size on given axis (with a desired size or equally)
16858
0
    const float w_avail = size_old[axis] - dock_spacing;
16859
0
    if (size_new_desired[axis] > 0.0f && size_new_desired[axis] <= w_avail * 0.5f)
16860
0
    {
16861
0
        size_new[axis] = size_new_desired[axis];
16862
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16863
0
    }
16864
0
    else
16865
0
    {
16866
0
        size_new[axis] = IM_FLOOR(w_avail * 0.5f);
16867
0
        size_old[axis] = IM_FLOOR(w_avail - size_new[axis]);
16868
0
    }
16869
16870
    // Position each node
16871
0
    if (dir == ImGuiDir_Right || dir == ImGuiDir_Down)
16872
0
    {
16873
0
        pos_new[axis] = pos_old[axis] + size_old[axis] + dock_spacing;
16874
0
    }
16875
0
    else if (dir == ImGuiDir_Left || dir == ImGuiDir_Up)
16876
0
    {
16877
0
        pos_new[axis] = pos_old[axis];
16878
0
        pos_old[axis] = pos_new[axis] + size_new[axis] + dock_spacing;
16879
0
    }
16880
0
}
16881
16882
// Retrieve the drop rectangles for a given direction or for the center + perform hit testing.
16883
bool ImGui::DockNodeCalcDropRectsAndTestMousePos(const ImRect& parent, ImGuiDir dir, ImRect& out_r, bool outer_docking, ImVec2* test_mouse_pos)
16884
0
{
16885
0
    ImGuiContext& g = *GImGui;
16886
16887
0
    const float parent_smaller_axis = ImMin(parent.GetWidth(), parent.GetHeight());
16888
0
    const float hs_for_central_nodes = ImMin(g.FontSize * 1.5f, ImMax(g.FontSize * 0.5f, parent_smaller_axis / 8.0f));
16889
0
    float hs_w; // Half-size, longer axis
16890
0
    float hs_h; // Half-size, smaller axis
16891
0
    ImVec2 off; // Distance from edge or center
16892
0
    if (outer_docking)
16893
0
    {
16894
        //hs_w = ImFloor(ImClamp(parent_smaller_axis - hs_for_central_nodes * 4.0f, g.FontSize * 0.5f, g.FontSize * 8.0f));
16895
        //hs_h = ImFloor(hs_w * 0.15f);
16896
        //off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h), ImFloor(parent.GetHeight() * 0.5f - GetFrameHeightWithSpacing() * 1.4f - hs_h));
16897
0
        hs_w = ImFloor(hs_for_central_nodes * 1.50f);
16898
0
        hs_h = ImFloor(hs_for_central_nodes * 0.80f);
16899
0
        off = ImVec2(ImFloor(parent.GetWidth() * 0.5f - hs_h), ImFloor(parent.GetHeight() * 0.5f - hs_h));
16900
0
    }
16901
0
    else
16902
0
    {
16903
0
        hs_w = ImFloor(hs_for_central_nodes);
16904
0
        hs_h = ImFloor(hs_for_central_nodes * 0.90f);
16905
0
        off = ImVec2(ImFloor(hs_w * 2.40f), ImFloor(hs_w * 2.40f));
16906
0
    }
16907
16908
0
    ImVec2 c = ImFloor(parent.GetCenter());
16909
0
    if      (dir == ImGuiDir_None)  { out_r = ImRect(c.x - hs_w, c.y - hs_w,         c.x + hs_w, c.y + hs_w);         }
16910
0
    else if (dir == ImGuiDir_Up)    { out_r = ImRect(c.x - hs_w, c.y - off.y - hs_h, c.x + hs_w, c.y - off.y + hs_h); }
16911
0
    else if (dir == ImGuiDir_Down)  { out_r = ImRect(c.x - hs_w, c.y + off.y - hs_h, c.x + hs_w, c.y + off.y + hs_h); }
16912
0
    else if (dir == ImGuiDir_Left)  { out_r = ImRect(c.x - off.x - hs_h, c.y - hs_w, c.x - off.x + hs_h, c.y + hs_w); }
16913
0
    else if (dir == ImGuiDir_Right) { out_r = ImRect(c.x + off.x - hs_h, c.y - hs_w, c.x + off.x + hs_h, c.y + hs_w); }
16914
16915
0
    if (test_mouse_pos == NULL)
16916
0
        return false;
16917
16918
0
    ImRect hit_r = out_r;
16919
0
    if (!outer_docking)
16920
0
    {
16921
        // Custom hit testing for the 5-way selection, designed to reduce flickering when moving diagonally between sides
16922
0
        hit_r.Expand(ImFloor(hs_w * 0.30f));
16923
0
        ImVec2 mouse_delta = (*test_mouse_pos - c);
16924
0
        float mouse_delta_len2 = ImLengthSqr(mouse_delta);
16925
0
        float r_threshold_center = hs_w * 1.4f;
16926
0
        float r_threshold_sides = hs_w * (1.4f + 1.2f);
16927
0
        if (mouse_delta_len2 < r_threshold_center * r_threshold_center)
16928
0
            return (dir == ImGuiDir_None);
16929
0
        if (mouse_delta_len2 < r_threshold_sides * r_threshold_sides)
16930
0
            return (dir == ImGetDirQuadrantFromDelta(mouse_delta.x, mouse_delta.y));
16931
0
    }
16932
0
    return hit_r.Contains(*test_mouse_pos);
16933
0
}
16934
16935
// host_node may be NULL if the window doesn't have a DockNode already.
16936
// FIXME-DOCK: This is misnamed since it's also doing the filtering.
16937
static void ImGui::DockNodePreviewDockSetup(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* payload_window, ImGuiDockNode* payload_node, ImGuiDockPreviewData* data, bool is_explicit_target, bool is_outer_docking)
16938
0
{
16939
0
    ImGuiContext& g = *GImGui;
16940
16941
    // There is an edge case when docking into a dockspace which only has inactive nodes.
16942
    // In this case DockNodeTreeFindNodeByPos() will have selected a leaf node which is inactive.
16943
    // Because the inactive leaf node doesn't have proper pos/size yet, we'll use the root node as reference.
16944
0
    if (payload_node == NULL)
16945
0
        payload_node = payload_window->DockNodeAsHost;
16946
0
    ImGuiDockNode* ref_node_for_rect = (host_node && !host_node->IsVisible) ? DockNodeGetRootNode(host_node) : host_node;
16947
0
    if (ref_node_for_rect)
16948
0
        IM_ASSERT(ref_node_for_rect->IsVisible == true);
16949
16950
    // Filter, figure out where we are allowed to dock
16951
0
    ImGuiDockNodeFlags src_node_flags = payload_node ? payload_node->MergedFlags : payload_window->WindowClass.DockNodeFlagsOverrideSet;
16952
0
    ImGuiDockNodeFlags dst_node_flags = host_node ? host_node->MergedFlags : host_window->WindowClass.DockNodeFlagsOverrideSet;
16953
0
    data->IsCenterAvailable = true;
16954
0
    if (is_outer_docking)
16955
0
        data->IsCenterAvailable = false;
16956
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDocking)
16957
0
        data->IsCenterAvailable = false;
16958
0
    else if (host_node && (dst_node_flags & ImGuiDockNodeFlags_NoDockingInCentralNode) && host_node->IsCentralNode())
16959
0
        data->IsCenterAvailable = false;
16960
0
    else if ((!host_node || !host_node->IsEmpty()) && payload_node && payload_node->IsSplitNode() && (payload_node->OnlyNodeWithWindows == NULL)) // Is _visibly_ split?
16961
0
        data->IsCenterAvailable = false;
16962
0
    else if (dst_node_flags & ImGuiDockNodeFlags_NoDockingOverMe)
16963
0
        data->IsCenterAvailable = false;
16964
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverOther) && (!host_node || !host_node->IsEmpty()))
16965
0
        data->IsCenterAvailable = false;
16966
0
    else if ((src_node_flags & ImGuiDockNodeFlags_NoDockingOverEmpty) && host_node && host_node->IsEmpty())
16967
0
        data->IsCenterAvailable = false;
16968
16969
0
    data->IsSidesAvailable = true;
16970
0
    if ((dst_node_flags & ImGuiDockNodeFlags_NoSplit) || g.IO.ConfigDockingNoSplit)
16971
0
        data->IsSidesAvailable = false;
16972
0
    else if (!is_outer_docking && host_node && host_node->ParentNode == NULL && host_node->IsCentralNode())
16973
0
        data->IsSidesAvailable = false;
16974
0
    else if ((dst_node_flags & ImGuiDockNodeFlags_NoDockingSplitMe) || (src_node_flags & ImGuiDockNodeFlags_NoDockingSplitOther))
16975
0
        data->IsSidesAvailable = false;
16976
16977
    // Build a tentative future node (reuse same structure because it is practical. Shape will be readjusted when previewing a split)
16978
0
    data->FutureNode.HasCloseButton = (host_node ? host_node->HasCloseButton : host_window->HasCloseButton) || (payload_window->HasCloseButton);
16979
0
    data->FutureNode.HasWindowMenuButton = host_node ? true : ((host_window->Flags & ImGuiWindowFlags_NoCollapse) == 0);
16980
0
    data->FutureNode.Pos = ref_node_for_rect ? ref_node_for_rect->Pos : host_window->Pos;
16981
0
    data->FutureNode.Size = ref_node_for_rect ? ref_node_for_rect->Size : host_window->Size;
16982
16983
    // Calculate drop shapes geometry for allowed splitting directions
16984
0
    IM_ASSERT(ImGuiDir_None == -1);
16985
0
    data->SplitNode = host_node;
16986
0
    data->SplitDir = ImGuiDir_None;
16987
0
    data->IsSplitDirExplicit = false;
16988
0
    if (!host_window->Collapsed)
16989
0
        for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
16990
0
        {
16991
0
            if (dir == ImGuiDir_None && !data->IsCenterAvailable)
16992
0
                continue;
16993
0
            if (dir != ImGuiDir_None && !data->IsSidesAvailable)
16994
0
                continue;
16995
0
            if (DockNodeCalcDropRectsAndTestMousePos(data->FutureNode.Rect(), (ImGuiDir)dir, data->DropRectsDraw[dir+1], is_outer_docking, &g.IO.MousePos))
16996
0
            {
16997
0
                data->SplitDir = (ImGuiDir)dir;
16998
0
                data->IsSplitDirExplicit = true;
16999
0
            }
17000
0
        }
17001
17002
    // When docking without holding Shift, we only allow and preview docking when hovering over a drop rect or over the title bar
17003
0
    data->IsDropAllowed = (data->SplitDir != ImGuiDir_None) || (data->IsCenterAvailable);
17004
0
    if (!is_explicit_target && !data->IsSplitDirExplicit && !g.IO.ConfigDockingWithShift)
17005
0
        data->IsDropAllowed = false;
17006
17007
    // Calculate split area
17008
0
    data->SplitRatio = 0.0f;
17009
0
    if (data->SplitDir != ImGuiDir_None)
17010
0
    {
17011
0
        ImGuiDir split_dir = data->SplitDir;
17012
0
        ImGuiAxis split_axis = (split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Right) ? ImGuiAxis_X : ImGuiAxis_Y;
17013
0
        ImVec2 pos_new, pos_old = data->FutureNode.Pos;
17014
0
        ImVec2 size_new, size_old = data->FutureNode.Size;
17015
0
        DockNodeCalcSplitRects(pos_old, size_old, pos_new, size_new, split_dir, payload_window->Size);
17016
17017
        // Calculate split ratio so we can pass it down the docking request
17018
0
        float split_ratio = ImSaturate(size_new[split_axis] / data->FutureNode.Size[split_axis]);
17019
0
        data->FutureNode.Pos = pos_new;
17020
0
        data->FutureNode.Size = size_new;
17021
0
        data->SplitRatio = (split_dir == ImGuiDir_Right || split_dir == ImGuiDir_Down) ? (1.0f - split_ratio) : (split_ratio);
17022
0
    }
17023
0
}
17024
17025
static void ImGui::DockNodePreviewDockRender(ImGuiWindow* host_window, ImGuiDockNode* host_node, ImGuiWindow* root_payload, const ImGuiDockPreviewData* data)
17026
0
{
17027
0
    ImGuiContext& g = *GImGui;
17028
0
    IM_ASSERT(g.CurrentWindow == host_window);   // Because we rely on font size to calculate tab sizes
17029
17030
    // With this option, we only display the preview on the target viewport, and the payload viewport is made transparent.
17031
    // To compensate for the single layer obstructed by the payload, we'll increase the alpha of the preview nodes.
17032
0
    const bool is_transparent_payload = g.IO.ConfigDockingTransparentPayload;
17033
17034
    // In case the two windows involved are on different viewports, we will draw the overlay on each of them.
17035
0
    int overlay_draw_lists_count = 0;
17036
0
    ImDrawList* overlay_draw_lists[2];
17037
0
    overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(host_window->Viewport);
17038
0
    if (host_window->Viewport != root_payload->Viewport && !is_transparent_payload)
17039
0
        overlay_draw_lists[overlay_draw_lists_count++] = GetForegroundDrawList(root_payload->Viewport);
17040
17041
    // Draw main preview rectangle
17042
0
    const ImU32 overlay_col_main = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.60f : 0.40f);
17043
0
    const ImU32 overlay_col_drop = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 0.90f : 0.70f);
17044
0
    const ImU32 overlay_col_drop_hovered = GetColorU32(ImGuiCol_DockingPreview, is_transparent_payload ? 1.20f : 1.00f);
17045
0
    const ImU32 overlay_col_lines = GetColorU32(ImGuiCol_NavWindowingHighlight, is_transparent_payload ? 0.80f : 0.60f);
17046
17047
    // Display area preview
17048
0
    const bool can_preview_tabs = (root_payload->DockNodeAsHost == NULL || root_payload->DockNodeAsHost->Windows.Size > 0);
17049
0
    if (data->IsDropAllowed)
17050
0
    {
17051
0
        ImRect overlay_rect = data->FutureNode.Rect();
17052
0
        if (data->SplitDir == ImGuiDir_None && can_preview_tabs)
17053
0
            overlay_rect.Min.y += GetFrameHeight();
17054
0
        if (data->SplitDir != ImGuiDir_None || data->IsCenterAvailable)
17055
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17056
0
                overlay_draw_lists[overlay_n]->AddRectFilled(overlay_rect.Min, overlay_rect.Max, overlay_col_main, host_window->WindowRounding, CalcRoundingFlagsForRectInRect(overlay_rect, host_window->Rect(), DOCKING_SPLITTER_SIZE));
17057
0
    }
17058
17059
    // Display tab shape/label preview unless we are splitting node (it generally makes the situation harder to read)
17060
0
    if (data->IsDropAllowed && can_preview_tabs && data->SplitDir == ImGuiDir_None && data->IsCenterAvailable)
17061
0
    {
17062
        // Compute target tab bar geometry so we can locate our preview tabs
17063
0
        ImRect tab_bar_rect;
17064
0
        DockNodeCalcTabBarLayout(&data->FutureNode, NULL, &tab_bar_rect, NULL, NULL);
17065
0
        ImVec2 tab_pos = tab_bar_rect.Min;
17066
0
        if (host_node && host_node->TabBar)
17067
0
        {
17068
0
            if (!host_node->IsHiddenTabBar() && !host_node->IsNoTabBar())
17069
0
                tab_pos.x += host_node->TabBar->WidthAllTabs + g.Style.ItemInnerSpacing.x; // We don't use OffsetNewTab because when using non-persistent-order tab bar it is incremented with each Tab submission.
17070
0
            else
17071
0
                tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_node->Windows[0]).x;
17072
0
        }
17073
0
        else if (!(host_window->Flags & ImGuiWindowFlags_DockNodeHost))
17074
0
        {
17075
0
            tab_pos.x += g.Style.ItemInnerSpacing.x + TabItemCalcSize(host_window).x; // Account for slight offset which will be added when changing from title bar to tab bar
17076
0
        }
17077
17078
        // Draw tab shape/label preview (payload may be a loose window or a host window carrying multiple tabbed windows)
17079
0
        if (root_payload->DockNodeAsHost)
17080
0
            IM_ASSERT(root_payload->DockNodeAsHost->Windows.Size <= root_payload->DockNodeAsHost->TabBar->Tabs.Size);
17081
0
        ImGuiTabBar* tab_bar_with_payload = root_payload->DockNodeAsHost ? root_payload->DockNodeAsHost->TabBar : NULL;
17082
0
        const int payload_count = tab_bar_with_payload ? tab_bar_with_payload->Tabs.Size : 1;
17083
0
        for (int payload_n = 0; payload_n < payload_count; payload_n++)
17084
0
        {
17085
            // DockNode's TabBar may have non-window Tabs manually appended by user
17086
0
            ImGuiWindow* payload_window = tab_bar_with_payload ? tab_bar_with_payload->Tabs[payload_n].Window : root_payload;
17087
0
            if (tab_bar_with_payload && payload_window == NULL)
17088
0
                continue;
17089
0
            if (!DockNodeIsDropAllowedOne(payload_window, host_window))
17090
0
                continue;
17091
17092
            // Calculate the tab bounding box for each payload window
17093
0
            ImVec2 tab_size = TabItemCalcSize(payload_window);
17094
0
            ImRect tab_bb(tab_pos.x, tab_pos.y, tab_pos.x + tab_size.x, tab_pos.y + tab_size.y);
17095
0
            tab_pos.x += tab_size.x + g.Style.ItemInnerSpacing.x;
17096
0
            const ImU32 overlay_col_text = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_Text]);
17097
0
            const ImU32 overlay_col_tabs = GetColorU32(payload_window->DockStyle.Colors[ImGuiWindowDockStyleCol_TabActive]);
17098
0
            PushStyleColor(ImGuiCol_Text, overlay_col_text);
17099
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17100
0
            {
17101
0
                ImGuiTabItemFlags tab_flags = ImGuiTabItemFlags_Preview | ((payload_window->Flags & ImGuiWindowFlags_UnsavedDocument) ? ImGuiTabItemFlags_UnsavedDocument : 0);
17102
0
                if (!tab_bar_rect.Contains(tab_bb))
17103
0
                    overlay_draw_lists[overlay_n]->PushClipRect(tab_bar_rect.Min, tab_bar_rect.Max);
17104
0
                TabItemBackground(overlay_draw_lists[overlay_n], tab_bb, tab_flags, overlay_col_tabs);
17105
0
                TabItemLabelAndCloseButton(overlay_draw_lists[overlay_n], tab_bb, tab_flags, g.Style.FramePadding, payload_window->Name, 0, 0, false, NULL, NULL);
17106
0
                if (!tab_bar_rect.Contains(tab_bb))
17107
0
                    overlay_draw_lists[overlay_n]->PopClipRect();
17108
0
            }
17109
0
            PopStyleColor();
17110
0
        }
17111
0
    }
17112
17113
    // Display drop boxes
17114
0
    const float overlay_rounding = ImMax(3.0f, g.Style.FrameRounding);
17115
0
    for (int dir = ImGuiDir_None; dir < ImGuiDir_COUNT; dir++)
17116
0
    {
17117
0
        if (!data->DropRectsDraw[dir + 1].IsInverted())
17118
0
        {
17119
0
            ImRect draw_r = data->DropRectsDraw[dir + 1];
17120
0
            ImRect draw_r_in = draw_r;
17121
0
            draw_r_in.Expand(-2.0f);
17122
0
            ImU32 overlay_col = (data->SplitDir == (ImGuiDir)dir && data->IsSplitDirExplicit) ? overlay_col_drop_hovered : overlay_col_drop;
17123
0
            for (int overlay_n = 0; overlay_n < overlay_draw_lists_count; overlay_n++)
17124
0
            {
17125
0
                ImVec2 center = ImFloor(draw_r_in.GetCenter());
17126
0
                overlay_draw_lists[overlay_n]->AddRectFilled(draw_r.Min, draw_r.Max, overlay_col, overlay_rounding);
17127
0
                overlay_draw_lists[overlay_n]->AddRect(draw_r_in.Min, draw_r_in.Max, overlay_col_lines, overlay_rounding);
17128
0
                if (dir == ImGuiDir_Left || dir == ImGuiDir_Right)
17129
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(center.x, draw_r_in.Min.y), ImVec2(center.x, draw_r_in.Max.y), overlay_col_lines);
17130
0
                if (dir == ImGuiDir_Up || dir == ImGuiDir_Down)
17131
0
                    overlay_draw_lists[overlay_n]->AddLine(ImVec2(draw_r_in.Min.x, center.y), ImVec2(draw_r_in.Max.x, center.y), overlay_col_lines);
17132
0
            }
17133
0
        }
17134
17135
        // Stop after ImGuiDir_None
17136
0
        if ((host_node && (host_node->MergedFlags & ImGuiDockNodeFlags_NoSplit)) || g.IO.ConfigDockingNoSplit)
17137
0
            return;
17138
0
    }
17139
0
}
17140
17141
//-----------------------------------------------------------------------------
17142
// Docking: ImGuiDockNode Tree manipulation functions
17143
//-----------------------------------------------------------------------------
17144
// - DockNodeTreeSplit()
17145
// - DockNodeTreeMerge()
17146
// - DockNodeTreeUpdatePosSize()
17147
// - DockNodeTreeUpdateSplitterFindTouchingNode()
17148
// - DockNodeTreeUpdateSplitter()
17149
// - DockNodeTreeFindFallbackLeafNode()
17150
// - DockNodeTreeFindNodeByPos()
17151
//-----------------------------------------------------------------------------
17152
17153
void ImGui::DockNodeTreeSplit(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiAxis split_axis, int split_inheritor_child_idx, float split_ratio, ImGuiDockNode* new_node)
17154
0
{
17155
0
    ImGuiContext& g = *GImGui;
17156
0
    IM_ASSERT(split_axis != ImGuiAxis_None);
17157
17158
0
    ImGuiDockNode* child_0 = (new_node && split_inheritor_child_idx != 0) ? new_node : DockContextAddNode(ctx, 0);
17159
0
    child_0->ParentNode = parent_node;
17160
17161
0
    ImGuiDockNode* child_1 = (new_node && split_inheritor_child_idx != 1) ? new_node : DockContextAddNode(ctx, 0);
17162
0
    child_1->ParentNode = parent_node;
17163
17164
0
    ImGuiDockNode* child_inheritor = (split_inheritor_child_idx == 0) ? child_0 : child_1;
17165
0
    DockNodeMoveChildNodes(child_inheritor, parent_node);
17166
0
    parent_node->ChildNodes[0] = child_0;
17167
0
    parent_node->ChildNodes[1] = child_1;
17168
0
    parent_node->ChildNodes[split_inheritor_child_idx]->VisibleWindow = parent_node->VisibleWindow;
17169
0
    parent_node->SplitAxis = split_axis;
17170
0
    parent_node->VisibleWindow = NULL;
17171
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17172
17173
0
    float size_avail = (parent_node->Size[split_axis] - DOCKING_SPLITTER_SIZE);
17174
0
    size_avail = ImMax(size_avail, g.Style.WindowMinSize[split_axis] * 2.0f);
17175
0
    IM_ASSERT(size_avail > 0.0f); // If you created a node manually with DockBuilderAddNode(), you need to also call DockBuilderSetNodeSize() before splitting.
17176
0
    child_0->SizeRef = child_1->SizeRef = parent_node->Size;
17177
0
    child_0->SizeRef[split_axis] = ImFloor(size_avail * split_ratio);
17178
0
    child_1->SizeRef[split_axis] = ImFloor(size_avail - child_0->SizeRef[split_axis]);
17179
17180
0
    DockNodeMoveWindows(parent_node->ChildNodes[split_inheritor_child_idx], parent_node);
17181
0
    DockSettingsRenameNodeReferences(parent_node->ID, parent_node->ChildNodes[split_inheritor_child_idx]->ID);
17182
0
    DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(parent_node));
17183
0
    DockNodeTreeUpdatePosSize(parent_node, parent_node->Pos, parent_node->Size);
17184
17185
    // Flags transfer (e.g. this is where we transfer the ImGuiDockNodeFlags_CentralNode property)
17186
0
    child_0->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17187
0
    child_1->SharedFlags = parent_node->SharedFlags & ImGuiDockNodeFlags_SharedFlagsInheritMask_;
17188
0
    child_inheritor->LocalFlags = parent_node->LocalFlags & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17189
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17190
0
    child_0->UpdateMergedFlags();
17191
0
    child_1->UpdateMergedFlags();
17192
0
    parent_node->UpdateMergedFlags();
17193
0
    if (child_inheritor->IsCentralNode())
17194
0
        DockNodeGetRootNode(parent_node)->CentralNode = child_inheritor;
17195
0
}
17196
17197
void ImGui::DockNodeTreeMerge(ImGuiContext* ctx, ImGuiDockNode* parent_node, ImGuiDockNode* merge_lead_child)
17198
0
{
17199
    // When called from DockContextProcessUndockNode() it is possible that one of the child is NULL.
17200
0
    ImGuiContext& g = *GImGui;
17201
0
    ImGuiDockNode* child_0 = parent_node->ChildNodes[0];
17202
0
    ImGuiDockNode* child_1 = parent_node->ChildNodes[1];
17203
0
    IM_ASSERT(child_0 || child_1);
17204
0
    IM_ASSERT(merge_lead_child == child_0 || merge_lead_child == child_1);
17205
0
    if ((child_0 && child_0->Windows.Size > 0) || (child_1 && child_1->Windows.Size > 0))
17206
0
    {
17207
0
        IM_ASSERT(parent_node->TabBar == NULL);
17208
0
        IM_ASSERT(parent_node->Windows.Size == 0);
17209
0
    }
17210
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockNodeTreeMerge: 0x%08X + 0x%08X back into parent 0x%08X\n", child_0 ? child_0->ID : 0, child_1 ? child_1->ID : 0, parent_node->ID);
17211
17212
0
    ImVec2 backup_last_explicit_size = parent_node->SizeRef;
17213
0
    DockNodeMoveChildNodes(parent_node, merge_lead_child);
17214
0
    if (child_0)
17215
0
    {
17216
0
        DockNodeMoveWindows(parent_node, child_0); // Generally only 1 of the 2 child node will have windows
17217
0
        DockSettingsRenameNodeReferences(child_0->ID, parent_node->ID);
17218
0
    }
17219
0
    if (child_1)
17220
0
    {
17221
0
        DockNodeMoveWindows(parent_node, child_1);
17222
0
        DockSettingsRenameNodeReferences(child_1->ID, parent_node->ID);
17223
0
    }
17224
0
    DockNodeApplyPosSizeToWindows(parent_node);
17225
0
    parent_node->AuthorityForPos = parent_node->AuthorityForSize = parent_node->AuthorityForViewport = ImGuiDataAuthority_Auto;
17226
0
    parent_node->VisibleWindow = merge_lead_child->VisibleWindow;
17227
0
    parent_node->SizeRef = backup_last_explicit_size;
17228
17229
    // Flags transfer
17230
0
    parent_node->LocalFlags &= ~ImGuiDockNodeFlags_LocalFlagsTransferMask_; // Preserve Dockspace flag
17231
0
    parent_node->LocalFlags |= (child_0 ? child_0->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17232
0
    parent_node->LocalFlags |= (child_1 ? child_1->LocalFlags : 0) & ImGuiDockNodeFlags_LocalFlagsTransferMask_;
17233
0
    parent_node->LocalFlagsInWindows = (child_0 ? child_0->LocalFlagsInWindows : 0) | (child_1 ? child_1->LocalFlagsInWindows : 0); // FIXME: Would be more consistent to update from actual windows
17234
0
    parent_node->UpdateMergedFlags();
17235
17236
0
    if (child_0)
17237
0
    {
17238
0
        ctx->DockContext.Nodes.SetVoidPtr(child_0->ID, NULL);
17239
0
        IM_DELETE(child_0);
17240
0
    }
17241
0
    if (child_1)
17242
0
    {
17243
0
        ctx->DockContext.Nodes.SetVoidPtr(child_1->ID, NULL);
17244
0
        IM_DELETE(child_1);
17245
0
    }
17246
0
}
17247
17248
// Update Pos/Size for a node hierarchy (don't affect child Windows yet)
17249
// (Depth-first, Pre-Order)
17250
void ImGui::DockNodeTreeUpdatePosSize(ImGuiDockNode* node, ImVec2 pos, ImVec2 size, ImGuiDockNode* only_write_to_single_node)
17251
0
{
17252
    // During the regular dock node update we write to all nodes.
17253
    // 'only_write_to_single_node' is only set when turning a node visible mid-frame and we need its size right-away.
17254
0
    const bool write_to_node = only_write_to_single_node == NULL || only_write_to_single_node == node;
17255
0
    if (write_to_node)
17256
0
    {
17257
0
        node->Pos = pos;
17258
0
        node->Size = size;
17259
0
    }
17260
17261
0
    if (node->IsLeafNode())
17262
0
        return;
17263
17264
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17265
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17266
0
    ImVec2 child_0_pos = pos, child_1_pos = pos;
17267
0
    ImVec2 child_0_size = size, child_1_size = size;
17268
17269
0
    const bool child_0_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_0));
17270
0
    const bool child_1_is_toward_single_node = (only_write_to_single_node != NULL && DockNodeIsInHierarchyOf(only_write_to_single_node, child_1));
17271
0
    const bool child_0_is_or_will_be_visible = child_0->IsVisible || child_0_is_toward_single_node;
17272
0
    const bool child_1_is_or_will_be_visible = child_1->IsVisible || child_1_is_toward_single_node;
17273
17274
0
    if (child_0_is_or_will_be_visible && child_1_is_or_will_be_visible)
17275
0
    {
17276
0
        ImGuiContext& g = *GImGui;
17277
0
        const float spacing = DOCKING_SPLITTER_SIZE;
17278
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17279
0
        const float size_avail = ImMax(size[axis] - spacing, 0.0f);
17280
17281
        // Size allocation policy
17282
        // 1) The first 0..WindowMinSize[axis]*2 are allocated evenly to both windows.
17283
0
        const float size_min_each = ImFloor(ImMin(size_avail, g.Style.WindowMinSize[axis] * 2.0f) * 0.5f);
17284
17285
        // FIXME: Blocks 2) and 3) are essentially doing nearly the same thing.
17286
        // Difference are: write-back to SizeRef; application of a minimum size; rounding before ImFloor()
17287
        // Clarify and rework differences between Size & SizeRef and purpose of WantLockSizeOnce
17288
17289
        // 2) Process locked absolute size (during a splitter resize we preserve the child of nodes not touching the splitter edge)
17290
0
        if (child_0->WantLockSizeOnce && !child_1->WantLockSizeOnce)
17291
0
        {
17292
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImMin(size_avail - 1.0f, child_0->Size[axis]);
17293
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17294
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17295
0
        }
17296
0
        else if (child_1->WantLockSizeOnce && !child_0->WantLockSizeOnce)
17297
0
        {
17298
0
            child_1_size[axis] = child_1->SizeRef[axis] = ImMin(size_avail - 1.0f, child_1->Size[axis]);
17299
0
            child_0_size[axis] = child_0->SizeRef[axis] = (size_avail - child_1_size[axis]);
17300
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17301
0
        }
17302
0
        else if (child_0->WantLockSizeOnce && child_1->WantLockSizeOnce)
17303
0
        {
17304
            // FIXME-DOCK: We cannot honor the requested size, so apply ratio.
17305
            // Currently this path will only be taken if code programmatically sets WantLockSizeOnce
17306
0
            float split_ratio = child_0_size[axis] / (child_0_size[axis] + child_1_size[axis]);
17307
0
            child_0_size[axis] = child_0->SizeRef[axis] = ImFloor(size_avail * split_ratio);
17308
0
            child_1_size[axis] = child_1->SizeRef[axis] = (size_avail - child_0_size[axis]);
17309
0
            IM_ASSERT(child_0->SizeRef[axis] > 0.0f && child_1->SizeRef[axis] > 0.0f);
17310
0
        }
17311
17312
        // 3) If one window is the central node (~ use remaining space, should be made explicit!), use explicit size from the other, and remainder for the central node
17313
0
        else if (child_0->SizeRef[axis] != 0.0f && child_1->HasCentralNodeChild)
17314
0
        {
17315
0
            child_0_size[axis] = ImMin(size_avail - size_min_each, child_0->SizeRef[axis]);
17316
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17317
0
        }
17318
0
        else if (child_1->SizeRef[axis] != 0.0f && child_0->HasCentralNodeChild)
17319
0
        {
17320
0
            child_1_size[axis] = ImMin(size_avail - size_min_each, child_1->SizeRef[axis]);
17321
0
            child_0_size[axis] = (size_avail - child_1_size[axis]);
17322
0
        }
17323
0
        else
17324
0
        {
17325
            // 4) Otherwise distribute according to the relative ratio of each SizeRef value
17326
0
            float split_ratio = child_0->SizeRef[axis] / (child_0->SizeRef[axis] + child_1->SizeRef[axis]);
17327
0
            child_0_size[axis] = ImMax(size_min_each, ImFloor(size_avail * split_ratio + 0.5f));
17328
0
            child_1_size[axis] = (size_avail - child_0_size[axis]);
17329
0
        }
17330
17331
0
        child_1_pos[axis] += spacing + child_0_size[axis];
17332
0
    }
17333
17334
0
    if (only_write_to_single_node == NULL)
17335
0
        child_0->WantLockSizeOnce = child_1->WantLockSizeOnce = false;
17336
17337
0
    const bool child_0_recurse = only_write_to_single_node ? child_0_is_toward_single_node : child_0->IsVisible;
17338
0
    const bool child_1_recurse = only_write_to_single_node ? child_1_is_toward_single_node : child_1->IsVisible;
17339
0
    if (child_0_recurse)
17340
0
        DockNodeTreeUpdatePosSize(child_0, child_0_pos, child_0_size);
17341
0
    if (child_1_recurse)
17342
0
        DockNodeTreeUpdatePosSize(child_1, child_1_pos, child_1_size);
17343
0
}
17344
17345
static void DockNodeTreeUpdateSplitterFindTouchingNode(ImGuiDockNode* node, ImGuiAxis axis, int side, ImVector<ImGuiDockNode*>* touching_nodes)
17346
0
{
17347
0
    if (node->IsLeafNode())
17348
0
    {
17349
0
        touching_nodes->push_back(node);
17350
0
        return;
17351
0
    }
17352
0
    if (node->ChildNodes[0]->IsVisible)
17353
0
        if (node->SplitAxis != axis || side == 0 || !node->ChildNodes[1]->IsVisible)
17354
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[0], axis, side, touching_nodes);
17355
0
    if (node->ChildNodes[1]->IsVisible)
17356
0
        if (node->SplitAxis != axis || side == 1 || !node->ChildNodes[0]->IsVisible)
17357
0
            DockNodeTreeUpdateSplitterFindTouchingNode(node->ChildNodes[1], axis, side, touching_nodes);
17358
0
}
17359
17360
// (Depth-First, Pre-Order)
17361
void ImGui::DockNodeTreeUpdateSplitter(ImGuiDockNode* node)
17362
0
{
17363
0
    if (node->IsLeafNode())
17364
0
        return;
17365
17366
0
    ImGuiContext& g = *GImGui;
17367
17368
0
    ImGuiDockNode* child_0 = node->ChildNodes[0];
17369
0
    ImGuiDockNode* child_1 = node->ChildNodes[1];
17370
0
    if (child_0->IsVisible && child_1->IsVisible)
17371
0
    {
17372
        // Bounding box of the splitter cover the space between both nodes (w = Spacing, h = Size[xy^1] for when splitting horizontally)
17373
0
        const ImGuiAxis axis = (ImGuiAxis)node->SplitAxis;
17374
0
        IM_ASSERT(axis != ImGuiAxis_None);
17375
0
        ImRect bb;
17376
0
        bb.Min = child_0->Pos;
17377
0
        bb.Max = child_1->Pos;
17378
0
        bb.Min[axis] += child_0->Size[axis];
17379
0
        bb.Max[axis ^ 1] += child_1->Size[axis ^ 1];
17380
        //if (g.IO.KeyCtrl) GetForegroundDrawList(g.CurrentWindow->Viewport)->AddRect(bb.Min, bb.Max, IM_COL32(255,0,255,255));
17381
17382
0
        const ImGuiDockNodeFlags merged_flags = child_0->MergedFlags | child_1->MergedFlags; // Merged flags for BOTH childs
17383
0
        const ImGuiDockNodeFlags no_resize_axis_flag = (axis == ImGuiAxis_X) ? ImGuiDockNodeFlags_NoResizeX : ImGuiDockNodeFlags_NoResizeY;
17384
0
        if ((merged_flags & ImGuiDockNodeFlags_NoResize) || (merged_flags & no_resize_axis_flag))
17385
0
        {
17386
0
            ImGuiWindow* window = g.CurrentWindow;
17387
0
            window->DrawList->AddRectFilled(bb.Min, bb.Max, GetColorU32(ImGuiCol_Separator), g.Style.FrameRounding);
17388
0
        }
17389
0
        else
17390
0
        {
17391
            //bb.Min[axis] += 1; // Display a little inward so highlight doesn't connect with nearby tabs on the neighbor node.
17392
            //bb.Max[axis] -= 1;
17393
0
            PushID(node->ID);
17394
17395
            // Find resizing limits by gathering list of nodes that are touching the splitter line.
17396
0
            ImVector<ImGuiDockNode*> touching_nodes[2];
17397
0
            float min_size = g.Style.WindowMinSize[axis];
17398
0
            float resize_limits[2];
17399
0
            resize_limits[0] = node->ChildNodes[0]->Pos[axis] + min_size;
17400
0
            resize_limits[1] = node->ChildNodes[1]->Pos[axis] + node->ChildNodes[1]->Size[axis] - min_size;
17401
17402
0
            ImGuiID splitter_id = GetID("##Splitter");
17403
0
            if (g.ActiveId == splitter_id) // Only process when splitter is active
17404
0
            {
17405
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_0, axis, 1, &touching_nodes[0]);
17406
0
                DockNodeTreeUpdateSplitterFindTouchingNode(child_1, axis, 0, &touching_nodes[1]);
17407
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[0].Size; touching_node_n++)
17408
0
                    resize_limits[0] = ImMax(resize_limits[0], touching_nodes[0][touching_node_n]->Rect().Min[axis] + min_size);
17409
0
                for (int touching_node_n = 0; touching_node_n < touching_nodes[1].Size; touching_node_n++)
17410
0
                    resize_limits[1] = ImMin(resize_limits[1], touching_nodes[1][touching_node_n]->Rect().Max[axis] - min_size);
17411
17412
                // [DEBUG] Render touching nodes & limits
17413
                /*
17414
                ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17415
                for (int n = 0; n < 2; n++)
17416
                {
17417
                    for (int touching_node_n = 0; touching_node_n < touching_nodes[n].Size; touching_node_n++)
17418
                        draw_list->AddRect(touching_nodes[n][touching_node_n]->Pos, touching_nodes[n][touching_node_n]->Pos + touching_nodes[n][touching_node_n]->Size, IM_COL32(0, 255, 0, 255));
17419
                    if (axis == ImGuiAxis_X)
17420
                        draw_list->AddLine(ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y), ImVec2(resize_limits[n], node->ChildNodes[n]->Pos.y + node->ChildNodes[n]->Size.y), IM_COL32(255, 0, 255, 255), 3.0f);
17421
                    else
17422
                        draw_list->AddLine(ImVec2(node->ChildNodes[n]->Pos.x, resize_limits[n]), ImVec2(node->ChildNodes[n]->Pos.x + node->ChildNodes[n]->Size.x, resize_limits[n]), IM_COL32(255, 0, 255, 255), 3.0f);
17423
                }
17424
                */
17425
0
            }
17426
17427
            // Use a short delay before highlighting the splitter (and changing the mouse cursor) in order for regular mouse movement to not highlight many splitters
17428
0
            float cur_size_0 = child_0->Size[axis];
17429
0
            float cur_size_1 = child_1->Size[axis];
17430
0
            float min_size_0 = resize_limits[0] - child_0->Pos[axis];
17431
0
            float min_size_1 = child_1->Pos[axis] + child_1->Size[axis] - resize_limits[1];
17432
0
            ImU32 bg_col = GetColorU32(ImGuiCol_WindowBg);
17433
0
            if (SplitterBehavior(bb, GetID("##Splitter"), axis, &cur_size_0, &cur_size_1, min_size_0, min_size_1, WINDOWS_HOVER_PADDING, WINDOWS_RESIZE_FROM_EDGES_FEEDBACK_TIMER, bg_col))
17434
0
            {
17435
0
                if (touching_nodes[0].Size > 0 && touching_nodes[1].Size > 0)
17436
0
                {
17437
0
                    child_0->Size[axis] = child_0->SizeRef[axis] = cur_size_0;
17438
0
                    child_1->Pos[axis] -= cur_size_1 - child_1->Size[axis];
17439
0
                    child_1->Size[axis] = child_1->SizeRef[axis] = cur_size_1;
17440
17441
                    // Lock the size of every node that is a sibling of the node we are touching
17442
                    // This might be less desirable if we can merge sibling of a same axis into the same parental level.
17443
0
                    for (int side_n = 0; side_n < 2; side_n++)
17444
0
                        for (int touching_node_n = 0; touching_node_n < touching_nodes[side_n].Size; touching_node_n++)
17445
0
                        {
17446
0
                            ImGuiDockNode* touching_node = touching_nodes[side_n][touching_node_n];
17447
                            //ImDrawList* draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
17448
                            //draw_list->AddRect(touching_node->Pos, touching_node->Pos + touching_node->Size, IM_COL32(255, 128, 0, 255));
17449
0
                            while (touching_node->ParentNode != node)
17450
0
                            {
17451
0
                                if (touching_node->ParentNode->SplitAxis == axis)
17452
0
                                {
17453
                                    // Mark other node so its size will be preserved during the upcoming call to DockNodeTreeUpdatePosSize().
17454
0
                                    ImGuiDockNode* node_to_preserve = touching_node->ParentNode->ChildNodes[side_n];
17455
0
                                    node_to_preserve->WantLockSizeOnce = true;
17456
                                    //draw_list->AddRect(touching_node->Pos, touching_node->Rect().Max, IM_COL32(255, 0, 0, 255));
17457
                                    //draw_list->AddRectFilled(node_to_preserve->Pos, node_to_preserve->Rect().Max, IM_COL32(0, 255, 0, 100));
17458
0
                                }
17459
0
                                touching_node = touching_node->ParentNode;
17460
0
                            }
17461
0
                        }
17462
17463
0
                    DockNodeTreeUpdatePosSize(child_0, child_0->Pos, child_0->Size);
17464
0
                    DockNodeTreeUpdatePosSize(child_1, child_1->Pos, child_1->Size);
17465
0
                    MarkIniSettingsDirty();
17466
0
                }
17467
0
            }
17468
0
            PopID();
17469
0
        }
17470
0
    }
17471
17472
0
    if (child_0->IsVisible)
17473
0
        DockNodeTreeUpdateSplitter(child_0);
17474
0
    if (child_1->IsVisible)
17475
0
        DockNodeTreeUpdateSplitter(child_1);
17476
0
}
17477
17478
ImGuiDockNode* ImGui::DockNodeTreeFindFallbackLeafNode(ImGuiDockNode* node)
17479
0
{
17480
0
    if (node->IsLeafNode())
17481
0
        return node;
17482
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[0]))
17483
0
        return leaf_node;
17484
0
    if (ImGuiDockNode* leaf_node = DockNodeTreeFindFallbackLeafNode(node->ChildNodes[1]))
17485
0
        return leaf_node;
17486
0
    return NULL;
17487
0
}
17488
17489
ImGuiDockNode* ImGui::DockNodeTreeFindVisibleNodeByPos(ImGuiDockNode* node, ImVec2 pos)
17490
0
{
17491
0
    if (!node->IsVisible)
17492
0
        return NULL;
17493
17494
0
    const float dock_spacing = 0.0f;// g.Style.ItemInnerSpacing.x; // FIXME: Relation to DOCKING_SPLITTER_SIZE?
17495
0
    ImRect r(node->Pos, node->Pos + node->Size);
17496
0
    r.Expand(dock_spacing * 0.5f);
17497
0
    bool inside = r.Contains(pos);
17498
0
    if (!inside)
17499
0
        return NULL;
17500
17501
0
    if (node->IsLeafNode())
17502
0
        return node;
17503
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[0], pos))
17504
0
        return hovered_node;
17505
0
    if (ImGuiDockNode* hovered_node = DockNodeTreeFindVisibleNodeByPos(node->ChildNodes[1], pos))
17506
0
        return hovered_node;
17507
17508
    // This means we are hovering over the splitter/spacing of a parent node
17509
0
    return node;
17510
0
}
17511
17512
//-----------------------------------------------------------------------------
17513
// Docking: Public Functions (SetWindowDock, DockSpace, DockSpaceOverViewport)
17514
//-----------------------------------------------------------------------------
17515
// - SetWindowDock() [Internal]
17516
// - DockSpace()
17517
// - DockSpaceOverViewport()
17518
//-----------------------------------------------------------------------------
17519
17520
// [Internal] Called via SetNextWindowDockID()
17521
void ImGui::SetWindowDock(ImGuiWindow* window, ImGuiID dock_id, ImGuiCond cond)
17522
0
{
17523
    // Test condition (NB: bit 0 is always true) and clear flags for next time
17524
0
    if (cond && (window->SetWindowDockAllowFlags & cond) == 0)
17525
0
        return;
17526
0
    window->SetWindowDockAllowFlags &= ~(ImGuiCond_Once | ImGuiCond_FirstUseEver | ImGuiCond_Appearing);
17527
17528
0
    if (window->DockId == dock_id)
17529
0
        return;
17530
17531
    // If the user attempt to set a dock id that is a split node, we'll dig within to find a suitable docking spot
17532
0
    ImGuiContext* ctx = GImGui;
17533
0
    if (ImGuiDockNode* new_node = DockContextFindNodeByID(ctx, dock_id))
17534
0
        if (new_node->IsSplitNode())
17535
0
        {
17536
            // Policy: Find central node or latest focused node. We first move back to our root node.
17537
0
            new_node = DockNodeGetRootNode(new_node);
17538
0
            if (new_node->CentralNode)
17539
0
            {
17540
0
                IM_ASSERT(new_node->CentralNode->IsCentralNode());
17541
0
                dock_id = new_node->CentralNode->ID;
17542
0
            }
17543
0
            else
17544
0
            {
17545
0
                dock_id = new_node->LastFocusedNodeId;
17546
0
            }
17547
0
        }
17548
17549
0
    if (window->DockId == dock_id)
17550
0
        return;
17551
17552
0
    if (window->DockNode)
17553
0
        DockNodeRemoveWindow(window->DockNode, window, 0);
17554
0
    window->DockId = dock_id;
17555
0
}
17556
17557
// Create an explicit dockspace node within an existing window. Also expose dock node flags and creates a CentralNode by default.
17558
// The Central Node is always displayed even when empty and shrink/extend according to the requested size of its neighbors.
17559
// DockSpace() needs to be submitted _before_ any window they can host. If you use a dockspace, submit it early in your app.
17560
// When ImGuiDockNodeFlags_KeepAliveOnly is set, nothing is submitted in the current window (function may be called from any location).
17561
ImGuiID ImGui::DockSpace(ImGuiID id, const ImVec2& size_arg, ImGuiDockNodeFlags flags, const ImGuiWindowClass* window_class)
17562
0
{
17563
0
    ImGuiContext* ctx = GImGui;
17564
0
    ImGuiContext& g = *ctx;
17565
0
    ImGuiWindow* window = GetCurrentWindowRead();
17566
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
17567
0
        return 0;
17568
17569
    // Early out if parent window is hidden/collapsed
17570
    // This is faster but also DockNodeUpdateTabBar() relies on TabBarLayout() running (which won't if SkipItems=true) to set NextSelectedTabId = 0). See #2960.
17571
    // If for whichever reason this is causing problem we would need to ensure that DockNodeUpdateTabBar() ends up clearing NextSelectedTabId even if SkipItems=true.
17572
0
    if (window->SkipItems)
17573
0
        flags |= ImGuiDockNodeFlags_KeepAliveOnly;
17574
0
    if ((flags & ImGuiDockNodeFlags_KeepAliveOnly) == 0)
17575
0
        window = GetCurrentWindow(); // call to set window->WriteAccessed = true;
17576
17577
0
    IM_ASSERT((flags & ImGuiDockNodeFlags_DockSpace) == 0);
17578
0
    IM_ASSERT(id != 0);
17579
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, id);
17580
0
    if (!node)
17581
0
    {
17582
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X created\n", id);
17583
0
        node = DockContextAddNode(ctx, id);
17584
0
        node->SetLocalFlags(ImGuiDockNodeFlags_CentralNode);
17585
0
    }
17586
0
    if (window_class && window_class->ClassId != node->WindowClass.ClassId)
17587
0
        IMGUI_DEBUG_LOG_DOCKING("[docking] DockSpace: dockspace node 0x%08X: setup WindowClass 0x%08X -> 0x%08X\n", id, node->WindowClass.ClassId, window_class->ClassId);
17588
0
    node->SharedFlags = flags;
17589
0
    node->WindowClass = window_class ? *window_class : ImGuiWindowClass();
17590
17591
    // When a DockSpace transitioned form implicit to explicit this may be called a second time
17592
    // It is possible that the node has already been claimed by a docked window which appeared before the DockSpace() node, so we overwrite IsDockSpace again.
17593
0
    if (node->LastFrameActive == g.FrameCount && !(flags & ImGuiDockNodeFlags_KeepAliveOnly))
17594
0
    {
17595
0
        IM_ASSERT(node->IsDockSpace() == false && "Cannot call DockSpace() twice a frame with the same ID");
17596
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17597
0
        return id;
17598
0
    }
17599
0
    node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_DockSpace);
17600
17601
    // Keep alive mode, this is allow windows docked into this node so stay docked even if they are not visible
17602
0
    if (flags & ImGuiDockNodeFlags_KeepAliveOnly)
17603
0
    {
17604
0
        node->LastFrameAlive = g.FrameCount;
17605
0
        return id;
17606
0
    }
17607
17608
0
    const ImVec2 content_avail = GetContentRegionAvail();
17609
0
    ImVec2 size = ImFloor(size_arg);
17610
0
    if (size.x <= 0.0f)
17611
0
        size.x = ImMax(content_avail.x + size.x, 4.0f); // Arbitrary minimum child size (0.0f causing too much issues)
17612
0
    if (size.y <= 0.0f)
17613
0
        size.y = ImMax(content_avail.y + size.y, 4.0f);
17614
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17615
17616
0
    node->Pos = window->DC.CursorPos;
17617
0
    node->Size = node->SizeRef = size;
17618
0
    SetNextWindowPos(node->Pos);
17619
0
    SetNextWindowSize(node->Size);
17620
0
    g.NextWindowData.PosUndock = false;
17621
17622
    // FIXME-DOCK: Why do we need a child window to host a dockspace, could we host it in the existing window?
17623
    // FIXME-DOCK: What is the reason for not simply calling BeginChild()? (OK to have a reason but should be commented)
17624
0
    ImGuiWindowFlags window_flags = ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_DockNodeHost;
17625
0
    window_flags |= ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoTitleBar;
17626
0
    window_flags |= ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse;
17627
0
    window_flags |= ImGuiWindowFlags_NoBackground;
17628
17629
0
    char title[256];
17630
0
    ImFormatString(title, IM_ARRAYSIZE(title), "%s/DockSpace_%08X", window->Name, id);
17631
17632
0
    PushStyleVar(ImGuiStyleVar_ChildBorderSize, 0.0f);
17633
0
    Begin(title, NULL, window_flags);
17634
0
    PopStyleVar();
17635
17636
0
    ImGuiWindow* host_window = g.CurrentWindow;
17637
0
    DockNodeSetupHostWindow(node, host_window);
17638
0
    host_window->ChildId = window->GetID(title);
17639
0
    node->OnlyNodeWithWindows = NULL;
17640
17641
0
    IM_ASSERT(node->IsRootNode());
17642
17643
    // We need to handle the rare case were a central node is missing.
17644
    // This can happen if the node was first created manually with DockBuilderAddNode() but _without_ the ImGuiDockNodeFlags_Dockspace.
17645
    // Doing it correctly would set the _CentralNode flags, which would then propagate according to subsequent split.
17646
    // It would also be ambiguous to attempt to assign a central node while there are split nodes, so we wait until there's a single node remaining.
17647
    // The specific sub-property of _CentralNode we are interested in recovering here is the "Don't delete when empty" property,
17648
    // as it doesn't make sense for an empty dockspace to not have this property.
17649
0
    if (node->IsLeafNode() && !node->IsCentralNode())
17650
0
        node->SetLocalFlags(node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17651
17652
    // Update the node
17653
0
    DockNodeUpdate(node);
17654
17655
0
    End();
17656
17657
0
    ImRect bb(node->Pos, node->Pos + size);
17658
0
    ItemSize(size);
17659
0
    ItemAdd(bb, id, NULL, ImGuiItemFlags_NoNav); // Not a nav point (could be, would need to draw the nav rect and replicate/refactor activation from BeginChild(), but seems like CTRL+Tab works better here?)
17660
0
    if ((g.LastItemData.StatusFlags & ImGuiItemStatusFlags_HoveredRect) && IsWindowChildOf(g.HoveredWindow, host_window, false, true)) // To fullfill IsItemHovered(), similar to EndChild()
17661
0
        g.LastItemData.StatusFlags |= ImGuiItemStatusFlags_HoveredWindow;
17662
17663
0
    return id;
17664
0
}
17665
17666
// Tips: Use with ImGuiDockNodeFlags_PassthruCentralNode!
17667
// The limitation with this call is that your window won't have a menu bar.
17668
// Even though we could pass window flags, it would also require the user to be able to call BeginMenuBar() somehow meaning we can't Begin/End in a single function.
17669
// But you can also use BeginMainMenuBar(). If you really want a menu bar inside the same window as the one hosting the dockspace, you will need to copy this code somewhere and tweak it.
17670
ImGuiID ImGui::DockSpaceOverViewport(const ImGuiViewport* viewport, ImGuiDockNodeFlags dockspace_flags, const ImGuiWindowClass* window_class)
17671
0
{
17672
0
    if (viewport == NULL)
17673
0
        viewport = GetMainViewport();
17674
17675
0
    SetNextWindowPos(viewport->WorkPos);
17676
0
    SetNextWindowSize(viewport->WorkSize);
17677
0
    SetNextWindowViewport(viewport->ID);
17678
17679
0
    ImGuiWindowFlags host_window_flags = 0;
17680
0
    host_window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoDocking;
17681
0
    host_window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
17682
0
    if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
17683
0
        host_window_flags |= ImGuiWindowFlags_NoBackground;
17684
17685
0
    char label[32];
17686
0
    ImFormatString(label, IM_ARRAYSIZE(label), "DockSpaceViewport_%08X", viewport->ID);
17687
17688
0
    PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
17689
0
    PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
17690
0
    PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
17691
0
    Begin(label, NULL, host_window_flags);
17692
0
    PopStyleVar(3);
17693
17694
0
    ImGuiID dockspace_id = GetID("DockSpace");
17695
0
    DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags, window_class);
17696
0
    End();
17697
17698
0
    return dockspace_id;
17699
0
}
17700
17701
//-----------------------------------------------------------------------------
17702
// Docking: Builder Functions
17703
//-----------------------------------------------------------------------------
17704
// Very early end-user API to manipulate dock nodes.
17705
// Only available in imgui_internal.h. Expect this API to change/break!
17706
// It is expected that those functions are all called _before_ the dockspace node submission.
17707
//-----------------------------------------------------------------------------
17708
// - DockBuilderDockWindow()
17709
// - DockBuilderGetNode()
17710
// - DockBuilderSetNodePos()
17711
// - DockBuilderSetNodeSize()
17712
// - DockBuilderAddNode()
17713
// - DockBuilderRemoveNode()
17714
// - DockBuilderRemoveNodeChildNodes()
17715
// - DockBuilderRemoveNodeDockedWindows()
17716
// - DockBuilderSplitNode()
17717
// - DockBuilderCopyNodeRec()
17718
// - DockBuilderCopyNode()
17719
// - DockBuilderCopyWindowSettings()
17720
// - DockBuilderCopyDockSpace()
17721
// - DockBuilderFinish()
17722
//-----------------------------------------------------------------------------
17723
17724
void ImGui::DockBuilderDockWindow(const char* window_name, ImGuiID node_id)
17725
0
{
17726
    // We don't preserve relative order of multiple docked windows (by clearing DockOrder back to -1)
17727
0
    ImGuiID window_id = ImHashStr(window_name);
17728
0
    if (ImGuiWindow* window = FindWindowByID(window_id))
17729
0
    {
17730
        // Apply to created window
17731
0
        SetWindowDock(window, node_id, ImGuiCond_Always);
17732
0
        window->DockOrder = -1;
17733
0
    }
17734
0
    else
17735
0
    {
17736
        // Apply to settings
17737
0
        ImGuiWindowSettings* settings = FindWindowSettingsByID(window_id);
17738
0
        if (settings == NULL)
17739
0
            settings = CreateNewWindowSettings(window_name);
17740
0
        settings->DockId = node_id;
17741
0
        settings->DockOrder = -1;
17742
0
    }
17743
0
}
17744
17745
ImGuiDockNode* ImGui::DockBuilderGetNode(ImGuiID node_id)
17746
0
{
17747
0
    ImGuiContext* ctx = GImGui;
17748
0
    return DockContextFindNodeByID(ctx, node_id);
17749
0
}
17750
17751
void ImGui::DockBuilderSetNodePos(ImGuiID node_id, ImVec2 pos)
17752
0
{
17753
0
    ImGuiContext* ctx = GImGui;
17754
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17755
0
    if (node == NULL)
17756
0
        return;
17757
0
    node->Pos = pos;
17758
0
    node->AuthorityForPos = ImGuiDataAuthority_DockNode;
17759
0
}
17760
17761
void ImGui::DockBuilderSetNodeSize(ImGuiID node_id, ImVec2 size)
17762
0
{
17763
0
    ImGuiContext* ctx = GImGui;
17764
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17765
0
    if (node == NULL)
17766
0
        return;
17767
0
    IM_ASSERT(size.x > 0.0f && size.y > 0.0f);
17768
0
    node->Size = node->SizeRef = size;
17769
0
    node->AuthorityForSize = ImGuiDataAuthority_DockNode;
17770
0
}
17771
17772
// Make sure to use the ImGuiDockNodeFlags_DockSpace flag to create a dockspace node! Otherwise this will create a floating node!
17773
// - Floating node: you can then call DockBuilderSetNodePos()/DockBuilderSetNodeSize() to position and size the floating node.
17774
// - Dockspace node: calling DockBuilderSetNodePos() is unnecessary.
17775
// - If you intend to split a node immediately after creation using DockBuilderSplitNode(), make sure to call DockBuilderSetNodeSize() beforehand!
17776
//   For various reason, the splitting code currently needs a base size otherwise space may not be allocated as precisely as you would expect.
17777
// - Use (id == 0) to let the system allocate a node identifier.
17778
// - Existing node with a same id will be removed.
17779
ImGuiID ImGui::DockBuilderAddNode(ImGuiID id, ImGuiDockNodeFlags flags)
17780
0
{
17781
0
    ImGuiContext* ctx = GImGui;
17782
17783
0
    if (id != 0)
17784
0
        DockBuilderRemoveNode(id);
17785
17786
0
    ImGuiDockNode* node = NULL;
17787
0
    if (flags & ImGuiDockNodeFlags_DockSpace)
17788
0
    {
17789
0
        DockSpace(id, ImVec2(0, 0), (flags & ~ImGuiDockNodeFlags_DockSpace) | ImGuiDockNodeFlags_KeepAliveOnly);
17790
0
        node = DockContextFindNodeByID(ctx, id);
17791
0
    }
17792
0
    else
17793
0
    {
17794
0
        node = DockContextAddNode(ctx, id);
17795
0
        node->SetLocalFlags(flags);
17796
0
    }
17797
0
    node->LastFrameAlive = ctx->FrameCount;   // Set this otherwise BeginDocked will undock during the same frame.
17798
0
    return node->ID;
17799
0
}
17800
17801
void ImGui::DockBuilderRemoveNode(ImGuiID node_id)
17802
0
{
17803
0
    ImGuiContext* ctx = GImGui;
17804
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_id);
17805
0
    if (node == NULL)
17806
0
        return;
17807
0
    DockBuilderRemoveNodeDockedWindows(node_id, true);
17808
0
    DockBuilderRemoveNodeChildNodes(node_id);
17809
    // Node may have moved or deleted if e.g. any merge happened
17810
0
    node = DockContextFindNodeByID(ctx, node_id);
17811
0
    if (node == NULL)
17812
0
        return;
17813
0
    if (node->IsCentralNode() && node->ParentNode)
17814
0
        node->ParentNode->SetLocalFlags(node->ParentNode->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17815
0
    DockContextRemoveNode(ctx, node, true);
17816
0
}
17817
17818
// root_id = 0 to remove all, root_id != 0 to remove child of given node.
17819
void ImGui::DockBuilderRemoveNodeChildNodes(ImGuiID root_id)
17820
0
{
17821
0
    ImGuiContext* ctx = GImGui;
17822
0
    ImGuiDockContext* dc  = &ctx->DockContext;
17823
17824
0
    ImGuiDockNode* root_node = root_id ? DockContextFindNodeByID(ctx, root_id) : NULL;
17825
0
    if (root_id && root_node == NULL)
17826
0
        return;
17827
0
    bool has_central_node = false;
17828
17829
0
    ImGuiDataAuthority backup_root_node_authority_for_pos = root_node ? root_node->AuthorityForPos : ImGuiDataAuthority_Auto;
17830
0
    ImGuiDataAuthority backup_root_node_authority_for_size = root_node ? root_node->AuthorityForSize : ImGuiDataAuthority_Auto;
17831
17832
    // Process active windows
17833
0
    ImVector<ImGuiDockNode*> nodes_to_remove;
17834
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
17835
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
17836
0
        {
17837
0
            bool want_removal = (root_id == 0) || (node->ID != root_id && DockNodeGetRootNode(node)->ID == root_id);
17838
0
            if (want_removal)
17839
0
            {
17840
0
                if (node->IsCentralNode())
17841
0
                    has_central_node = true;
17842
0
                if (root_id != 0)
17843
0
                    DockContextQueueNotifyRemovedNode(ctx, node);
17844
0
                if (root_node)
17845
0
                {
17846
0
                    DockNodeMoveWindows(root_node, node);
17847
0
                    DockSettingsRenameNodeReferences(node->ID, root_node->ID);
17848
0
                }
17849
0
                nodes_to_remove.push_back(node);
17850
0
            }
17851
0
        }
17852
17853
    // DockNodeMoveWindows->DockNodeAddWindow will normally set those when reaching two windows (which is only adequate during interactive merge)
17854
    // Make sure we don't lose our current pos/size. (FIXME-DOCK: Consider tidying up that code in DockNodeAddWindow instead)
17855
0
    if (root_node)
17856
0
    {
17857
0
        root_node->AuthorityForPos = backup_root_node_authority_for_pos;
17858
0
        root_node->AuthorityForSize = backup_root_node_authority_for_size;
17859
0
    }
17860
17861
    // Apply to settings
17862
0
    for (ImGuiWindowSettings* settings = ctx->SettingsWindows.begin(); settings != NULL; settings = ctx->SettingsWindows.next_chunk(settings))
17863
0
        if (ImGuiID window_settings_dock_id = settings->DockId)
17864
0
            for (int n = 0; n < nodes_to_remove.Size; n++)
17865
0
                if (nodes_to_remove[n]->ID == window_settings_dock_id)
17866
0
                {
17867
0
                    settings->DockId = root_id;
17868
0
                    break;
17869
0
                }
17870
17871
    // Not really efficient, but easier to destroy a whole hierarchy considering DockContextRemoveNode is attempting to merge nodes
17872
0
    if (nodes_to_remove.Size > 1)
17873
0
        ImQsort(nodes_to_remove.Data, nodes_to_remove.Size, sizeof(ImGuiDockNode*), DockNodeComparerDepthMostFirst);
17874
0
    for (int n = 0; n < nodes_to_remove.Size; n++)
17875
0
        DockContextRemoveNode(ctx, nodes_to_remove[n], false);
17876
17877
0
    if (root_id == 0)
17878
0
    {
17879
0
        dc->Nodes.Clear();
17880
0
        dc->Requests.clear();
17881
0
    }
17882
0
    else if (has_central_node)
17883
0
    {
17884
0
        root_node->CentralNode = root_node;
17885
0
        root_node->SetLocalFlags(root_node->LocalFlags | ImGuiDockNodeFlags_CentralNode);
17886
0
    }
17887
0
}
17888
17889
void ImGui::DockBuilderRemoveNodeDockedWindows(ImGuiID root_id, bool clear_settings_refs)
17890
0
{
17891
    // Clear references in settings
17892
0
    ImGuiContext* ctx = GImGui;
17893
0
    ImGuiContext& g = *ctx;
17894
0
    if (clear_settings_refs)
17895
0
    {
17896
0
        for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
17897
0
        {
17898
0
            bool want_removal = (root_id == 0) || (settings->DockId == root_id);
17899
0
            if (!want_removal && settings->DockId != 0)
17900
0
                if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, settings->DockId))
17901
0
                    if (DockNodeGetRootNode(node)->ID == root_id)
17902
0
                        want_removal = true;
17903
0
            if (want_removal)
17904
0
                settings->DockId = 0;
17905
0
        }
17906
0
    }
17907
17908
    // Clear references in windows
17909
0
    for (int n = 0; n < g.Windows.Size; n++)
17910
0
    {
17911
0
        ImGuiWindow* window = g.Windows[n];
17912
0
        bool want_removal = (root_id == 0) || (window->DockNode && DockNodeGetRootNode(window->DockNode)->ID == root_id) || (window->DockNodeAsHost && window->DockNodeAsHost->ID == root_id);
17913
0
        if (want_removal)
17914
0
        {
17915
0
            const ImGuiID backup_dock_id = window->DockId;
17916
0
            IM_UNUSED(backup_dock_id);
17917
0
            DockContextProcessUndockWindow(ctx, window, clear_settings_refs);
17918
0
            if (!clear_settings_refs)
17919
0
                IM_ASSERT(window->DockId == backup_dock_id);
17920
0
        }
17921
0
    }
17922
0
}
17923
17924
// If 'out_id_at_dir' or 'out_id_at_opposite_dir' are non NULL, the function will write out the ID of the two new nodes created.
17925
// Return value is ID of the node at the specified direction, so same as (*out_id_at_dir) if that pointer is set.
17926
// FIXME-DOCK: We are not exposing nor using split_outer.
17927
ImGuiID ImGui::DockBuilderSplitNode(ImGuiID id, ImGuiDir split_dir, float size_ratio_for_node_at_dir, ImGuiID* out_id_at_dir, ImGuiID* out_id_at_opposite_dir)
17928
0
{
17929
0
    ImGuiContext& g = *GImGui;
17930
0
    IM_ASSERT(split_dir != ImGuiDir_None);
17931
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockBuilderSplitNode: node 0x%08X, split_dir %d\n", id, split_dir);
17932
17933
0
    ImGuiDockNode* node = DockContextFindNodeByID(&g, id);
17934
0
    if (node == NULL)
17935
0
    {
17936
0
        IM_ASSERT(node != NULL);
17937
0
        return 0;
17938
0
    }
17939
17940
0
    IM_ASSERT(!node->IsSplitNode()); // Assert if already Split
17941
17942
0
    ImGuiDockRequest req;
17943
0
    req.Type = ImGuiDockRequestType_Split;
17944
0
    req.DockTargetWindow = NULL;
17945
0
    req.DockTargetNode = node;
17946
0
    req.DockPayload = NULL;
17947
0
    req.DockSplitDir = split_dir;
17948
0
    req.DockSplitRatio = ImSaturate((split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? size_ratio_for_node_at_dir : 1.0f - size_ratio_for_node_at_dir);
17949
0
    req.DockSplitOuter = false;
17950
0
    DockContextProcessDock(&g, &req);
17951
17952
0
    ImGuiID id_at_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 0 : 1]->ID;
17953
0
    ImGuiID id_at_opposite_dir = node->ChildNodes[(split_dir == ImGuiDir_Left || split_dir == ImGuiDir_Up) ? 1 : 0]->ID;
17954
0
    if (out_id_at_dir)
17955
0
        *out_id_at_dir = id_at_dir;
17956
0
    if (out_id_at_opposite_dir)
17957
0
        *out_id_at_opposite_dir = id_at_opposite_dir;
17958
0
    return id_at_dir;
17959
0
}
17960
17961
static ImGuiDockNode* DockBuilderCopyNodeRec(ImGuiDockNode* src_node, ImGuiID dst_node_id_if_known, ImVector<ImGuiID>* out_node_remap_pairs)
17962
0
{
17963
0
    ImGuiContext& g = *GImGui;
17964
0
    ImGuiDockNode* dst_node = ImGui::DockContextAddNode(&g, dst_node_id_if_known);
17965
0
    dst_node->SharedFlags = src_node->SharedFlags;
17966
0
    dst_node->LocalFlags = src_node->LocalFlags;
17967
0
    dst_node->LocalFlagsInWindows = ImGuiDockNodeFlags_None;
17968
0
    dst_node->Pos = src_node->Pos;
17969
0
    dst_node->Size = src_node->Size;
17970
0
    dst_node->SizeRef = src_node->SizeRef;
17971
0
    dst_node->SplitAxis = src_node->SplitAxis;
17972
0
    dst_node->UpdateMergedFlags();
17973
17974
0
    out_node_remap_pairs->push_back(src_node->ID);
17975
0
    out_node_remap_pairs->push_back(dst_node->ID);
17976
17977
0
    for (int child_n = 0; child_n < IM_ARRAYSIZE(src_node->ChildNodes); child_n++)
17978
0
        if (src_node->ChildNodes[child_n])
17979
0
        {
17980
0
            dst_node->ChildNodes[child_n] = DockBuilderCopyNodeRec(src_node->ChildNodes[child_n], 0, out_node_remap_pairs);
17981
0
            dst_node->ChildNodes[child_n]->ParentNode = dst_node;
17982
0
        }
17983
17984
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] Fork node %08X -> %08X (%d childs)\n", src_node->ID, dst_node->ID, dst_node->IsSplitNode() ? 2 : 0);
17985
0
    return dst_node;
17986
0
}
17987
17988
void ImGui::DockBuilderCopyNode(ImGuiID src_node_id, ImGuiID dst_node_id, ImVector<ImGuiID>* out_node_remap_pairs)
17989
0
{
17990
0
    ImGuiContext* ctx = GImGui;
17991
0
    IM_ASSERT(src_node_id != 0);
17992
0
    IM_ASSERT(dst_node_id != 0);
17993
0
    IM_ASSERT(out_node_remap_pairs != NULL);
17994
17995
0
    DockBuilderRemoveNode(dst_node_id);
17996
17997
0
    ImGuiDockNode* src_node = DockContextFindNodeByID(ctx, src_node_id);
17998
0
    IM_ASSERT(src_node != NULL);
17999
18000
0
    out_node_remap_pairs->clear();
18001
0
    DockBuilderCopyNodeRec(src_node, dst_node_id, out_node_remap_pairs);
18002
18003
0
    IM_ASSERT((out_node_remap_pairs->Size % 2) == 0);
18004
0
}
18005
18006
void ImGui::DockBuilderCopyWindowSettings(const char* src_name, const char* dst_name)
18007
0
{
18008
0
    ImGuiWindow* src_window = FindWindowByName(src_name);
18009
0
    if (src_window == NULL)
18010
0
        return;
18011
0
    if (ImGuiWindow* dst_window = FindWindowByName(dst_name))
18012
0
    {
18013
0
        dst_window->Pos = src_window->Pos;
18014
0
        dst_window->Size = src_window->Size;
18015
0
        dst_window->SizeFull = src_window->SizeFull;
18016
0
        dst_window->Collapsed = src_window->Collapsed;
18017
0
    }
18018
0
    else
18019
0
    {
18020
0
        ImGuiWindowSettings* dst_settings = FindWindowSettingsByID(ImHashStr(dst_name));
18021
0
        if (!dst_settings)
18022
0
            dst_settings = CreateNewWindowSettings(dst_name);
18023
0
        ImVec2ih window_pos_2ih = ImVec2ih(src_window->Pos);
18024
0
        if (src_window->ViewportId != 0 && src_window->ViewportId != IMGUI_VIEWPORT_DEFAULT_ID)
18025
0
        {
18026
0
            dst_settings->ViewportPos = window_pos_2ih;
18027
0
            dst_settings->ViewportId = src_window->ViewportId;
18028
0
            dst_settings->Pos = ImVec2ih(0, 0);
18029
0
        }
18030
0
        else
18031
0
        {
18032
0
            dst_settings->Pos = window_pos_2ih;
18033
0
        }
18034
0
        dst_settings->Size = ImVec2ih(src_window->SizeFull);
18035
0
        dst_settings->Collapsed = src_window->Collapsed;
18036
0
    }
18037
0
}
18038
18039
// FIXME: Will probably want to change this signature, in particular how the window remapping pairs are passed.
18040
void ImGui::DockBuilderCopyDockSpace(ImGuiID src_dockspace_id, ImGuiID dst_dockspace_id, ImVector<const char*>* in_window_remap_pairs)
18041
0
{
18042
0
    ImGuiContext& g = *GImGui;
18043
0
    IM_ASSERT(src_dockspace_id != 0);
18044
0
    IM_ASSERT(dst_dockspace_id != 0);
18045
0
    IM_ASSERT(in_window_remap_pairs != NULL);
18046
0
    IM_ASSERT((in_window_remap_pairs->Size % 2) == 0);
18047
18048
    // Duplicate entire dock
18049
    // FIXME: When overwriting dst_dockspace_id, windows that aren't part of our dockspace window class but that are docked in a same node will be split apart,
18050
    // whereas we could attempt to at least keep them together in a new, same floating node.
18051
0
    ImVector<ImGuiID> node_remap_pairs;
18052
0
    DockBuilderCopyNode(src_dockspace_id, dst_dockspace_id, &node_remap_pairs);
18053
18054
    // Attempt to transition all the upcoming windows associated to dst_dockspace_id into the newly created hierarchy of dock nodes
18055
    // (The windows associated to src_dockspace_id are staying in place)
18056
0
    ImVector<ImGuiID> src_windows;
18057
0
    for (int remap_window_n = 0; remap_window_n < in_window_remap_pairs->Size; remap_window_n += 2)
18058
0
    {
18059
0
        const char* src_window_name = (*in_window_remap_pairs)[remap_window_n];
18060
0
        const char* dst_window_name = (*in_window_remap_pairs)[remap_window_n + 1];
18061
0
        ImGuiID src_window_id = ImHashStr(src_window_name);
18062
0
        src_windows.push_back(src_window_id);
18063
18064
        // Search in the remapping tables
18065
0
        ImGuiID src_dock_id = 0;
18066
0
        if (ImGuiWindow* src_window = FindWindowByID(src_window_id))
18067
0
            src_dock_id = src_window->DockId;
18068
0
        else if (ImGuiWindowSettings* src_window_settings = FindWindowSettingsByID(src_window_id))
18069
0
            src_dock_id = src_window_settings->DockId;
18070
0
        ImGuiID dst_dock_id = 0;
18071
0
        for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18072
0
            if (node_remap_pairs[dock_remap_n] == src_dock_id)
18073
0
            {
18074
0
                dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18075
                //node_remap_pairs[dock_remap_n] = node_remap_pairs[dock_remap_n + 1] = 0; // Clear
18076
0
                break;
18077
0
            }
18078
18079
0
        if (dst_dock_id != 0)
18080
0
        {
18081
            // Docked windows gets redocked into the new node hierarchy.
18082
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap live window '%s' 0x%08X -> '%s' 0x%08X\n", src_window_name, src_dock_id, dst_window_name, dst_dock_id);
18083
0
            DockBuilderDockWindow(dst_window_name, dst_dock_id);
18084
0
        }
18085
0
        else
18086
0
        {
18087
            // Floating windows gets their settings transferred (regardless of whether the new window already exist or not)
18088
            // When this is leading to a Copy and not a Move, we would get two overlapping floating windows. Could we possibly dock them together?
18089
0
            IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window settings '%s' -> '%s'\n", src_window_name, dst_window_name);
18090
0
            DockBuilderCopyWindowSettings(src_window_name, dst_window_name);
18091
0
        }
18092
0
    }
18093
18094
    // Anything else in the source nodes of 'node_remap_pairs' are windows that are not included in the remapping list.
18095
    // Find those windows and move to them to the cloned dock node. This may be optional?
18096
    // Dock those are a second step as undocking would invalidate source dock nodes.
18097
0
    struct DockRemainingWindowTask { ImGuiWindow* Window; ImGuiID DockId; DockRemainingWindowTask(ImGuiWindow* window, ImGuiID dock_id) { Window = window; DockId = dock_id; } };
18098
0
    ImVector<DockRemainingWindowTask> dock_remaining_windows;
18099
0
    for (int dock_remap_n = 0; dock_remap_n < node_remap_pairs.Size; dock_remap_n += 2)
18100
0
        if (ImGuiID src_dock_id = node_remap_pairs[dock_remap_n])
18101
0
        {
18102
0
            ImGuiID dst_dock_id = node_remap_pairs[dock_remap_n + 1];
18103
0
            ImGuiDockNode* node = DockBuilderGetNode(src_dock_id);
18104
0
            for (int window_n = 0; window_n < node->Windows.Size; window_n++)
18105
0
            {
18106
0
                ImGuiWindow* window = node->Windows[window_n];
18107
0
                if (src_windows.contains(window->ID))
18108
0
                    continue;
18109
18110
                // Docked windows gets redocked into the new node hierarchy.
18111
0
                IMGUI_DEBUG_LOG_DOCKING("[docking] Remap window '%s' %08X -> %08X\n", window->Name, src_dock_id, dst_dock_id);
18112
0
                dock_remaining_windows.push_back(DockRemainingWindowTask(window, dst_dock_id));
18113
0
            }
18114
0
        }
18115
0
    for (const DockRemainingWindowTask& task : dock_remaining_windows)
18116
0
        DockBuilderDockWindow(task.Window->Name, task.DockId);
18117
0
}
18118
18119
// FIXME-DOCK: This is awkward because in series of split user is likely to loose access to its root node.
18120
void ImGui::DockBuilderFinish(ImGuiID root_id)
18121
0
{
18122
0
    ImGuiContext* ctx = GImGui;
18123
    //DockContextRebuild(ctx);
18124
0
    DockContextBuildAddWindowsToNodes(ctx, root_id);
18125
0
}
18126
18127
//-----------------------------------------------------------------------------
18128
// Docking: Begin/End Support Functions (called from Begin/End)
18129
//-----------------------------------------------------------------------------
18130
// - GetWindowAlwaysWantOwnTabBar()
18131
// - DockContextBindNodeToWindow()
18132
// - BeginDocked()
18133
// - BeginDockableDragDropSource()
18134
// - BeginDockableDragDropTarget()
18135
//-----------------------------------------------------------------------------
18136
18137
bool ImGui::GetWindowAlwaysWantOwnTabBar(ImGuiWindow* window)
18138
0
{
18139
0
    ImGuiContext& g = *GImGui;
18140
0
    if (g.IO.ConfigDockingAlwaysTabBar || window->WindowClass.DockingAlwaysTabBar)
18141
0
        if ((window->Flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoDocking)) == 0)
18142
0
            if (!window->IsFallbackWindow)    // We don't support AlwaysTabBar on the fallback/implicit window to avoid unused dock-node overhead/noise
18143
0
                return true;
18144
0
    return false;
18145
0
}
18146
18147
static ImGuiDockNode* ImGui::DockContextBindNodeToWindow(ImGuiContext* ctx, ImGuiWindow* window)
18148
0
{
18149
0
    ImGuiContext& g = *ctx;
18150
0
    ImGuiDockNode* node = DockContextFindNodeByID(ctx, window->DockId);
18151
0
    IM_ASSERT(window->DockNode == NULL);
18152
18153
    // We should not be docking into a split node (SetWindowDock should avoid this)
18154
0
    if (node && node->IsSplitNode())
18155
0
    {
18156
0
        DockContextProcessUndockWindow(ctx, window);
18157
0
        return NULL;
18158
0
    }
18159
18160
    // Create node
18161
0
    if (node == NULL)
18162
0
    {
18163
0
        node = DockContextAddNode(ctx, window->DockId);
18164
0
        node->AuthorityForPos = node->AuthorityForSize = node->AuthorityForViewport = ImGuiDataAuthority_Window;
18165
0
        node->LastFrameAlive = g.FrameCount;
18166
0
    }
18167
18168
    // If the node just turned visible and is part of a hierarchy, it doesn't have a Size assigned by DockNodeTreeUpdatePosSize() yet,
18169
    // so we're forcing a Pos/Size update from the first ancestor that is already visible (often it will be the root node).
18170
    // If we don't do this, the window will be assigned a zero-size on its first frame, which won't ideally warm up the layout.
18171
    // This is a little wonky because we don't normally update the Pos/Size of visible node mid-frame.
18172
0
    if (!node->IsVisible)
18173
0
    {
18174
0
        ImGuiDockNode* ancestor_node = node;
18175
0
        while (!ancestor_node->IsVisible && ancestor_node->ParentNode)
18176
0
            ancestor_node = ancestor_node->ParentNode;
18177
0
        IM_ASSERT(ancestor_node->Size.x > 0.0f && ancestor_node->Size.y > 0.0f);
18178
0
        DockNodeUpdateHasCentralNodeChild(DockNodeGetRootNode(ancestor_node));
18179
0
        DockNodeTreeUpdatePosSize(ancestor_node, ancestor_node->Pos, ancestor_node->Size, node);
18180
0
    }
18181
18182
    // Add window to node
18183
0
    bool node_was_visible = node->IsVisible;
18184
0
    DockNodeAddWindow(node, window, true);
18185
0
    node->IsVisible = node_was_visible; // Don't mark visible right away (so DockContextEndFrame() doesn't render it, maybe other side effects? will see)
18186
0
    IM_ASSERT(node == window->DockNode);
18187
0
    return node;
18188
0
}
18189
18190
void ImGui::BeginDocked(ImGuiWindow* window, bool* p_open)
18191
0
{
18192
0
    ImGuiContext* ctx = GImGui;
18193
0
    ImGuiContext& g = *ctx;
18194
18195
    // Clear fields ahead so most early-out paths don't have to do it
18196
0
    window->DockIsActive = window->DockNodeIsVisible = window->DockTabIsVisible = false;
18197
18198
0
    const bool auto_dock_node = GetWindowAlwaysWantOwnTabBar(window);
18199
0
    if (auto_dock_node)
18200
0
    {
18201
0
        if (window->DockId == 0)
18202
0
        {
18203
0
            IM_ASSERT(window->DockNode == NULL);
18204
0
            window->DockId = DockContextGenNodeID(ctx);
18205
0
        }
18206
0
    }
18207
0
    else
18208
0
    {
18209
        // Calling SetNextWindowPos() undock windows by default (by setting PosUndock)
18210
0
        bool want_undock = false;
18211
0
        want_undock |= (window->Flags & ImGuiWindowFlags_NoDocking) != 0;
18212
0
        want_undock |= (g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasPos) && (window->SetWindowPosAllowFlags & g.NextWindowData.PosCond) && g.NextWindowData.PosUndock;
18213
0
        if (want_undock)
18214
0
        {
18215
0
            DockContextProcessUndockWindow(ctx, window);
18216
0
            return;
18217
0
        }
18218
0
    }
18219
18220
    // Bind to our dock node
18221
0
    ImGuiDockNode* node = window->DockNode;
18222
0
    if (node != NULL)
18223
0
        IM_ASSERT(window->DockId == node->ID);
18224
0
    if (window->DockId != 0 && node == NULL)
18225
0
    {
18226
0
        node = DockContextBindNodeToWindow(ctx, window);
18227
0
        if (node == NULL)
18228
0
            return;
18229
0
    }
18230
18231
#if 0
18232
    // Undock if the ImGuiDockNodeFlags_NoDockingInCentralNode got set
18233
    if (node->IsCentralNode && (node->Flags & ImGuiDockNodeFlags_NoDockingInCentralNode))
18234
    {
18235
        DockContextProcessUndockWindow(ctx, window);
18236
        return;
18237
    }
18238
#endif
18239
18240
    // Undock if our dockspace node disappeared
18241
    // Note how we are testing for LastFrameAlive and NOT LastFrameActive. A DockSpace node can be maintained alive while being inactive with ImGuiDockNodeFlags_KeepAliveOnly.
18242
0
    if (node->LastFrameAlive < g.FrameCount)
18243
0
    {
18244
        // If the window has been orphaned, transition the docknode to an implicit node processed in DockContextNewFrameUpdateDocking()
18245
0
        ImGuiDockNode* root_node = DockNodeGetRootNode(node);
18246
0
        if (root_node->LastFrameAlive < g.FrameCount)
18247
0
            DockContextProcessUndockWindow(ctx, window);
18248
0
        else
18249
0
            window->DockIsActive = true;
18250
0
        return;
18251
0
    }
18252
18253
    // Store style overrides
18254
0
    for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18255
0
        window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18256
18257
    // Fast path return. It is common for windows to hold on a persistent DockId but be the only visible window,
18258
    // and never create neither a host window neither a tab bar.
18259
    // FIXME-DOCK: replace ->HostWindow NULL compare with something more explicit (~was initially intended as a first frame test)
18260
0
    if (node->HostWindow == NULL)
18261
0
    {
18262
0
        if (node->State == ImGuiDockNodeState_HostWindowHiddenBecauseWindowsAreResizing)
18263
0
            window->DockIsActive = true;
18264
0
        if (node->Windows.Size > 1)
18265
0
            DockNodeHideWindowDuringHostWindowCreation(window);
18266
0
        return;
18267
0
    }
18268
18269
    // We can have zero-sized nodes (e.g. children of a small-size dockspace)
18270
0
    IM_ASSERT(node->HostWindow);
18271
0
    IM_ASSERT(node->IsLeafNode());
18272
0
    IM_ASSERT(node->Size.x >= 0.0f && node->Size.y >= 0.0f);
18273
0
    node->State = ImGuiDockNodeState_HostWindowVisible;
18274
18275
    // Undock if we are submitted earlier than the host window
18276
0
    if (!(node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly) && window->BeginOrderWithinContext < node->HostWindow->BeginOrderWithinContext)
18277
0
    {
18278
0
        DockContextProcessUndockWindow(ctx, window);
18279
0
        return;
18280
0
    }
18281
18282
    // Position/Size window
18283
0
    SetNextWindowPos(node->Pos);
18284
0
    SetNextWindowSize(node->Size);
18285
0
    g.NextWindowData.PosUndock = false; // Cancel implicit undocking of SetNextWindowPos()
18286
0
    window->DockIsActive = true;
18287
0
    window->DockNodeIsVisible = true;
18288
0
    window->DockTabIsVisible = false;
18289
0
    if (node->MergedFlags & ImGuiDockNodeFlags_KeepAliveOnly)
18290
0
        return;
18291
18292
    // When the window is selected we mark it as visible.
18293
0
    if (node->VisibleWindow == window)
18294
0
        window->DockTabIsVisible = true;
18295
18296
    // Update window flag
18297
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_ChildWindow) == 0);
18298
0
    window->Flags |= ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_AlwaysUseWindowPadding | ImGuiWindowFlags_NoResize;
18299
0
    if (node->IsHiddenTabBar() || node->IsNoTabBar())
18300
0
        window->Flags |= ImGuiWindowFlags_NoTitleBar;
18301
0
    else
18302
0
        window->Flags &= ~ImGuiWindowFlags_NoTitleBar;      // Clear the NoTitleBar flag in case the user set it: confusingly enough we need a title bar height so we are correctly offset, but it won't be displayed!
18303
18304
    // Save new dock order only if the window has been visible once already
18305
    // This allows multiple windows to be created in the same frame and have their respective dock orders preserved.
18306
0
    if (node->TabBar && window->WasActive)
18307
0
        window->DockOrder = (short)DockNodeGetTabOrder(window);
18308
18309
0
    if ((node->WantCloseAll || node->WantCloseTabId == window->TabId) && p_open != NULL)
18310
0
        *p_open = false;
18311
18312
    // Update ChildId to allow returning from Child to Parent with Escape
18313
0
    ImGuiWindow* parent_window = window->DockNode->HostWindow;
18314
0
    window->ChildId = parent_window->GetID(window->Name);
18315
0
}
18316
18317
void ImGui::BeginDockableDragDropSource(ImGuiWindow* window)
18318
0
{
18319
0
    ImGuiContext& g = *GImGui;
18320
0
    IM_ASSERT(g.ActiveId == window->MoveId);
18321
0
    IM_ASSERT(g.MovingWindow == window);
18322
0
    IM_ASSERT(g.CurrentWindow == window);
18323
18324
0
    g.LastItemData.ID = window->MoveId;
18325
0
    window = window->RootWindowDockTree;
18326
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18327
0
    bool is_drag_docking = (g.IO.ConfigDockingWithShift) || ImRect(0, 0, window->SizeFull.x, GetFrameHeight()).Contains(g.ActiveIdClickOffset); // FIXME-DOCKING: Need to make this stateful and explicit
18328
0
    if (is_drag_docking && BeginDragDropSource(ImGuiDragDropFlags_SourceNoPreviewTooltip | ImGuiDragDropFlags_SourceNoHoldToOpenOthers | ImGuiDragDropFlags_SourceAutoExpirePayload))
18329
0
    {
18330
0
        SetDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, &window, sizeof(window));
18331
0
        EndDragDropSource();
18332
18333
        // Store style overrides
18334
0
        for (int color_n = 0; color_n < ImGuiWindowDockStyleCol_COUNT; color_n++)
18335
0
            window->DockStyle.Colors[color_n] = ColorConvertFloat4ToU32(g.Style.Colors[GWindowDockStyleColors[color_n]]);
18336
0
    }
18337
0
}
18338
18339
void ImGui::BeginDockableDragDropTarget(ImGuiWindow* window)
18340
0
{
18341
0
    ImGuiContext* ctx = GImGui;
18342
0
    ImGuiContext& g = *ctx;
18343
18344
    //IM_ASSERT(window->RootWindowDockTree == window); // May also be a DockSpace
18345
0
    IM_ASSERT((window->Flags & ImGuiWindowFlags_NoDocking) == 0);
18346
0
    if (!g.DragDropActive)
18347
0
        return;
18348
    //GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
18349
0
    if (!BeginDragDropTargetCustom(window->Rect(), window->ID))
18350
0
        return;
18351
18352
    // Peek into the payload before calling AcceptDragDropPayload() so we can handle overlapping dock nodes with filtering
18353
    // (this is a little unusual pattern, normally most code would call AcceptDragDropPayload directly)
18354
0
    const ImGuiPayload* payload = &g.DragDropPayload;
18355
0
    if (!payload->IsDataType(IMGUI_PAYLOAD_TYPE_WINDOW) || !DockNodeIsDropAllowed(window, *(ImGuiWindow**)payload->Data))
18356
0
    {
18357
0
        EndDragDropTarget();
18358
0
        return;
18359
0
    }
18360
18361
0
    ImGuiWindow* payload_window = *(ImGuiWindow**)payload->Data;
18362
0
    if (AcceptDragDropPayload(IMGUI_PAYLOAD_TYPE_WINDOW, ImGuiDragDropFlags_AcceptBeforeDelivery | ImGuiDragDropFlags_AcceptNoDrawDefaultRect))
18363
0
    {
18364
        // Select target node
18365
        // (Important: we cannot use g.HoveredDockNode here! Because each of our target node have filters based on payload, each candidate drop target will do its own evaluation)
18366
0
        bool dock_into_floating_window = false;
18367
0
        ImGuiDockNode* node = NULL;
18368
0
        if (window->DockNodeAsHost)
18369
0
        {
18370
            // Cannot assume that node will != NULL even though we passed the rectangle test: it depends on padding/spacing handled by DockNodeTreeFindVisibleNodeByPos().
18371
0
            node = DockNodeTreeFindVisibleNodeByPos(window->DockNodeAsHost, g.IO.MousePos);
18372
18373
            // There is an edge case when docking into a dockspace which only has _inactive_ nodes (because none of the windows are active)
18374
            // In this case we need to fallback into any leaf mode, possibly the central node.
18375
            // FIXME-20181220: We should not have to test for IsLeafNode() here but we have another bug to fix first.
18376
0
            if (node && node->IsDockSpace() && node->IsRootNode())
18377
0
                node = (node->CentralNode && node->IsLeafNode()) ? node->CentralNode : DockNodeTreeFindFallbackLeafNode(node);
18378
0
        }
18379
0
        else
18380
0
        {
18381
0
            if (window->DockNode)
18382
0
                node = window->DockNode;
18383
0
            else
18384
0
                dock_into_floating_window = true; // Dock into a regular window
18385
0
        }
18386
18387
0
        const ImRect explicit_target_rect = (node && node->TabBar && !node->IsHiddenTabBar() && !node->IsNoTabBar()) ? node->TabBar->BarRect : ImRect(window->Pos, window->Pos + ImVec2(window->Size.x, GetFrameHeight()));
18388
0
        const bool is_explicit_target = g.IO.ConfigDockingWithShift || IsMouseHoveringRect(explicit_target_rect.Min, explicit_target_rect.Max);
18389
18390
        // Preview docking request and find out split direction/ratio
18391
        //const bool do_preview = true;     // Ignore testing for payload->IsPreview() which removes one frame of delay, but breaks overlapping drop targets within the same window.
18392
0
        const bool do_preview = payload->IsPreview() || payload->IsDelivery();
18393
0
        if (do_preview && (node != NULL || dock_into_floating_window))
18394
0
        {
18395
            // If we have a non-leaf node it means we are hovering the border of a parent node, in which case only outer markers will appear.
18396
0
            ImGuiDockPreviewData split_inner;
18397
0
            ImGuiDockPreviewData split_outer;
18398
0
            ImGuiDockPreviewData* split_data = &split_inner;
18399
0
            if (node && (node->ParentNode || node->IsCentralNode() || !node->IsLeafNode()))
18400
0
                if (ImGuiDockNode* root_node = DockNodeGetRootNode(node))
18401
0
                {
18402
0
                    DockNodePreviewDockSetup(window, root_node, payload_window, NULL, &split_outer, is_explicit_target, true);
18403
0
                    if (split_outer.IsSplitDirExplicit)
18404
0
                        split_data = &split_outer;
18405
0
                }
18406
0
            if (!node || node->IsLeafNode())
18407
0
                DockNodePreviewDockSetup(window, node, payload_window, NULL, &split_inner, is_explicit_target, false);
18408
0
            if (split_data == &split_outer)
18409
0
                split_inner.IsDropAllowed = false;
18410
18411
            // Draw inner then outer, so that previewed tab (in inner data) will be behind the outer drop boxes
18412
0
            DockNodePreviewDockRender(window, node, payload_window, &split_inner);
18413
0
            DockNodePreviewDockRender(window, node, payload_window, &split_outer);
18414
18415
            // Queue docking request
18416
0
            if (split_data->IsDropAllowed && payload->IsDelivery())
18417
0
                DockContextQueueDock(ctx, window, split_data->SplitNode, payload_window, split_data->SplitDir, split_data->SplitRatio, split_data == &split_outer);
18418
0
        }
18419
0
    }
18420
0
    EndDragDropTarget();
18421
0
}
18422
18423
//-----------------------------------------------------------------------------
18424
// Docking: Settings
18425
//-----------------------------------------------------------------------------
18426
// - DockSettingsRenameNodeReferences()
18427
// - DockSettingsRemoveNodeReferences()
18428
// - DockSettingsFindNodeSettings()
18429
// - DockSettingsHandler_ApplyAll()
18430
// - DockSettingsHandler_ReadOpen()
18431
// - DockSettingsHandler_ReadLine()
18432
// - DockSettingsHandler_DockNodeToSettings()
18433
// - DockSettingsHandler_WriteAll()
18434
//-----------------------------------------------------------------------------
18435
18436
static void ImGui::DockSettingsRenameNodeReferences(ImGuiID old_node_id, ImGuiID new_node_id)
18437
0
{
18438
0
    ImGuiContext& g = *GImGui;
18439
0
    IMGUI_DEBUG_LOG_DOCKING("[docking] DockSettingsRenameNodeReferences: from 0x%08X -> to 0x%08X\n", old_node_id, new_node_id);
18440
0
    for (int window_n = 0; window_n < g.Windows.Size; window_n++)
18441
0
    {
18442
0
        ImGuiWindow* window = g.Windows[window_n];
18443
0
        if (window->DockId == old_node_id && window->DockNode == NULL)
18444
0
            window->DockId = new_node_id;
18445
0
    }
18446
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18447
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18448
0
        if (settings->DockId == old_node_id)
18449
0
            settings->DockId = new_node_id;
18450
0
}
18451
18452
// Remove references stored in ImGuiWindowSettings to the given ImGuiDockNodeSettings
18453
static void ImGui::DockSettingsRemoveNodeReferences(ImGuiID* node_ids, int node_ids_count)
18454
0
{
18455
0
    ImGuiContext& g = *GImGui;
18456
0
    int found = 0;
18457
    //// FIXME-OPT: We could remove this loop by storing the index in the map
18458
0
    for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18459
0
        for (int node_n = 0; node_n < node_ids_count; node_n++)
18460
0
            if (settings->DockId == node_ids[node_n])
18461
0
            {
18462
0
                settings->DockId = 0;
18463
0
                settings->DockOrder = -1;
18464
0
                if (++found < node_ids_count)
18465
0
                    break;
18466
0
                return;
18467
0
            }
18468
0
}
18469
18470
static ImGuiDockNodeSettings* ImGui::DockSettingsFindNodeSettings(ImGuiContext* ctx, ImGuiID id)
18471
0
{
18472
    // FIXME-OPT
18473
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18474
0
    for (int n = 0; n < dc->NodesSettings.Size; n++)
18475
0
        if (dc->NodesSettings[n].ID == id)
18476
0
            return &dc->NodesSettings[n];
18477
0
    return NULL;
18478
0
}
18479
18480
// Clear settings data
18481
static void ImGui::DockSettingsHandler_ClearAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18482
0
{
18483
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18484
0
    dc->NodesSettings.clear();
18485
0
    DockContextClearNodes(ctx, 0, true);
18486
0
}
18487
18488
// Recreate nodes based on settings data
18489
static void ImGui::DockSettingsHandler_ApplyAll(ImGuiContext* ctx, ImGuiSettingsHandler*)
18490
0
{
18491
    // Prune settings at boot time only
18492
0
    ImGuiDockContext* dc  = &ctx->DockContext;
18493
0
    if (ctx->Windows.Size == 0)
18494
0
        DockContextPruneUnusedSettingsNodes(ctx);
18495
0
    DockContextBuildNodesFromSettings(ctx, dc->NodesSettings.Data, dc->NodesSettings.Size);
18496
0
    DockContextBuildAddWindowsToNodes(ctx, 0);
18497
0
}
18498
18499
static void* ImGui::DockSettingsHandler_ReadOpen(ImGuiContext*, ImGuiSettingsHandler*, const char* name)
18500
0
{
18501
0
    if (strcmp(name, "Data") != 0)
18502
0
        return NULL;
18503
0
    return (void*)1;
18504
0
}
18505
18506
static void ImGui::DockSettingsHandler_ReadLine(ImGuiContext* ctx, ImGuiSettingsHandler*, void*, const char* line)
18507
0
{
18508
0
    char c = 0;
18509
0
    int x = 0, y = 0;
18510
0
    int r = 0;
18511
18512
    // Parsing, e.g.
18513
    // " DockNode   ID=0x00000001 Pos=383,193 Size=201,322 Split=Y,0.506 "
18514
    // "   DockNode ID=0x00000002 Parent=0x00000001 "
18515
    // Important: this code expect currently fields in a fixed order.
18516
0
    ImGuiDockNodeSettings node;
18517
0
    line = ImStrSkipBlank(line);
18518
0
    if      (strncmp(line, "DockNode", 8) == 0)  { line = ImStrSkipBlank(line + strlen("DockNode")); }
18519
0
    else if (strncmp(line, "DockSpace", 9) == 0) { line = ImStrSkipBlank(line + strlen("DockSpace")); node.Flags |= ImGuiDockNodeFlags_DockSpace; }
18520
0
    else return;
18521
0
    if (sscanf(line, "ID=0x%08X%n",      &node.ID, &r) == 1)            { line += r; } else return;
18522
0
    if (sscanf(line, " Parent=0x%08X%n", &node.ParentNodeId, &r) == 1)  { line += r; if (node.ParentNodeId == 0) return; }
18523
0
    if (sscanf(line, " Window=0x%08X%n", &node.ParentWindowId, &r) ==1) { line += r; if (node.ParentWindowId == 0) return; }
18524
0
    if (node.ParentNodeId == 0)
18525
0
    {
18526
0
        if (sscanf(line, " Pos=%i,%i%n",  &x, &y, &r) == 2)         { line += r; node.Pos = ImVec2ih((short)x, (short)y); } else return;
18527
0
        if (sscanf(line, " Size=%i,%i%n", &x, &y, &r) == 2)         { line += r; node.Size = ImVec2ih((short)x, (short)y); } else return;
18528
0
    }
18529
0
    else
18530
0
    {
18531
0
        if (sscanf(line, " SizeRef=%i,%i%n", &x, &y, &r) == 2)      { line += r; node.SizeRef = ImVec2ih((short)x, (short)y); }
18532
0
    }
18533
0
    if (sscanf(line, " Split=%c%n", &c, &r) == 1)                   { line += r; if (c == 'X') node.SplitAxis = ImGuiAxis_X; else if (c == 'Y') node.SplitAxis = ImGuiAxis_Y; }
18534
0
    if (sscanf(line, " NoResize=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoResize; }
18535
0
    if (sscanf(line, " CentralNode=%d%n", &x, &r) == 1)             { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_CentralNode; }
18536
0
    if (sscanf(line, " NoTabBar=%d%n", &x, &r) == 1)                { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoTabBar; }
18537
0
    if (sscanf(line, " HiddenTabBar=%d%n", &x, &r) == 1)            { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_HiddenTabBar; }
18538
0
    if (sscanf(line, " NoWindowMenuButton=%d%n", &x, &r) == 1)      { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoWindowMenuButton; }
18539
0
    if (sscanf(line, " NoCloseButton=%d%n", &x, &r) == 1)           { line += r; if (x != 0) node.Flags |= ImGuiDockNodeFlags_NoCloseButton; }
18540
0
    if (sscanf(line, " Selected=0x%08X%n", &node.SelectedTabId,&r) == 1) { line += r; }
18541
0
    if (node.ParentNodeId != 0)
18542
0
        if (ImGuiDockNodeSettings* parent_settings = DockSettingsFindNodeSettings(ctx, node.ParentNodeId))
18543
0
            node.Depth = parent_settings->Depth + 1;
18544
0
    ctx->DockContext.NodesSettings.push_back(node);
18545
0
}
18546
18547
static void DockSettingsHandler_DockNodeToSettings(ImGuiDockContext* dc, ImGuiDockNode* node, int depth)
18548
0
{
18549
0
    ImGuiDockNodeSettings node_settings;
18550
0
    IM_ASSERT(depth < (1 << (sizeof(node_settings.Depth) << 3)));
18551
0
    node_settings.ID = node->ID;
18552
0
    node_settings.ParentNodeId = node->ParentNode ? node->ParentNode->ID : 0;
18553
0
    node_settings.ParentWindowId = (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow) ? node->HostWindow->ParentWindow->ID : 0;
18554
0
    node_settings.SelectedTabId = node->SelectedTabId;
18555
0
    node_settings.SplitAxis = (signed char)(node->IsSplitNode() ? node->SplitAxis : ImGuiAxis_None);
18556
0
    node_settings.Depth = (char)depth;
18557
0
    node_settings.Flags = (node->LocalFlags & ImGuiDockNodeFlags_SavedFlagsMask_);
18558
0
    node_settings.Pos = ImVec2ih(node->Pos);
18559
0
    node_settings.Size = ImVec2ih(node->Size);
18560
0
    node_settings.SizeRef = ImVec2ih(node->SizeRef);
18561
0
    dc->NodesSettings.push_back(node_settings);
18562
0
    if (node->ChildNodes[0])
18563
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[0], depth + 1);
18564
0
    if (node->ChildNodes[1])
18565
0
        DockSettingsHandler_DockNodeToSettings(dc, node->ChildNodes[1], depth + 1);
18566
0
}
18567
18568
static void ImGui::DockSettingsHandler_WriteAll(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* buf)
18569
0
{
18570
0
    ImGuiContext& g = *ctx;
18571
0
    ImGuiDockContext* dc = &ctx->DockContext;
18572
0
    if (!(g.IO.ConfigFlags & ImGuiConfigFlags_DockingEnable))
18573
0
        return;
18574
18575
    // Gather settings data
18576
    // (unlike our windows settings, because nodes are always built we can do a full rewrite of the SettingsNode buffer)
18577
0
    dc->NodesSettings.resize(0);
18578
0
    dc->NodesSettings.reserve(dc->Nodes.Data.Size);
18579
0
    for (int n = 0; n < dc->Nodes.Data.Size; n++)
18580
0
        if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
18581
0
            if (node->IsRootNode())
18582
0
                DockSettingsHandler_DockNodeToSettings(dc, node, 0);
18583
18584
0
    int max_depth = 0;
18585
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18586
0
        max_depth = ImMax((int)dc->NodesSettings[node_n].Depth, max_depth);
18587
18588
    // Write to text buffer
18589
0
    buf->appendf("[%s][Data]\n", handler->TypeName);
18590
0
    for (int node_n = 0; node_n < dc->NodesSettings.Size; node_n++)
18591
0
    {
18592
0
        const int line_start_pos = buf->size(); (void)line_start_pos;
18593
0
        const ImGuiDockNodeSettings* node_settings = &dc->NodesSettings[node_n];
18594
0
        buf->appendf("%*s%s%*s", node_settings->Depth * 2, "", (node_settings->Flags & ImGuiDockNodeFlags_DockSpace) ? "DockSpace" : "DockNode ", (max_depth - node_settings->Depth) * 2, "");  // Text align nodes to facilitate looking at .ini file
18595
0
        buf->appendf(" ID=0x%08X", node_settings->ID);
18596
0
        if (node_settings->ParentNodeId)
18597
0
        {
18598
0
            buf->appendf(" Parent=0x%08X SizeRef=%d,%d", node_settings->ParentNodeId, node_settings->SizeRef.x, node_settings->SizeRef.y);
18599
0
        }
18600
0
        else
18601
0
        {
18602
0
            if (node_settings->ParentWindowId)
18603
0
                buf->appendf(" Window=0x%08X", node_settings->ParentWindowId);
18604
0
            buf->appendf(" Pos=%d,%d Size=%d,%d", node_settings->Pos.x, node_settings->Pos.y, node_settings->Size.x, node_settings->Size.y);
18605
0
        }
18606
0
        if (node_settings->SplitAxis != ImGuiAxis_None)
18607
0
            buf->appendf(" Split=%c", (node_settings->SplitAxis == ImGuiAxis_X) ? 'X' : 'Y');
18608
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoResize)
18609
0
            buf->appendf(" NoResize=1");
18610
0
        if (node_settings->Flags & ImGuiDockNodeFlags_CentralNode)
18611
0
            buf->appendf(" CentralNode=1");
18612
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoTabBar)
18613
0
            buf->appendf(" NoTabBar=1");
18614
0
        if (node_settings->Flags & ImGuiDockNodeFlags_HiddenTabBar)
18615
0
            buf->appendf(" HiddenTabBar=1");
18616
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoWindowMenuButton)
18617
0
            buf->appendf(" NoWindowMenuButton=1");
18618
0
        if (node_settings->Flags & ImGuiDockNodeFlags_NoCloseButton)
18619
0
            buf->appendf(" NoCloseButton=1");
18620
0
        if (node_settings->SelectedTabId)
18621
0
            buf->appendf(" Selected=0x%08X", node_settings->SelectedTabId);
18622
18623
#if IMGUI_DEBUG_INI_SETTINGS
18624
        // [DEBUG] Include comments in the .ini file to ease debugging
18625
        if (ImGuiDockNode* node = DockContextFindNodeByID(ctx, node_settings->ID))
18626
        {
18627
            buf->appendf("%*s", ImMax(2, (line_start_pos + 92) - buf->size()), "");     // Align everything
18628
            if (node->IsDockSpace() && node->HostWindow && node->HostWindow->ParentWindow)
18629
                buf->appendf(" ; in '%s'", node->HostWindow->ParentWindow->Name);
18630
            // Iterate settings so we can give info about windows that didn't exist during the session.
18631
            int contains_window = 0;
18632
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
18633
                if (settings->DockId == node_settings->ID)
18634
                {
18635
                    if (contains_window++ == 0)
18636
                        buf->appendf(" ; contains ");
18637
                    buf->appendf("'%s' ", settings->GetName());
18638
                }
18639
        }
18640
#endif
18641
0
        buf->appendf("\n");
18642
0
    }
18643
0
    buf->appendf("\n");
18644
0
}
18645
18646
18647
//-----------------------------------------------------------------------------
18648
// [SECTION] PLATFORM DEPENDENT HELPERS
18649
//-----------------------------------------------------------------------------
18650
18651
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCTIONS)
18652
18653
#ifdef _MSC_VER
18654
#pragma comment(lib, "user32")
18655
#pragma comment(lib, "kernel32")
18656
#endif
18657
18658
// Win32 clipboard implementation
18659
// We use g.ClipboardHandlerData for temporary storage to ensure it is freed on Shutdown()
18660
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18661
{
18662
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18663
    g.ClipboardHandlerData.clear();
18664
    if (!::OpenClipboard(NULL))
18665
        return NULL;
18666
    HANDLE wbuf_handle = ::GetClipboardData(CF_UNICODETEXT);
18667
    if (wbuf_handle == NULL)
18668
    {
18669
        ::CloseClipboard();
18670
        return NULL;
18671
    }
18672
    if (const WCHAR* wbuf_global = (const WCHAR*)::GlobalLock(wbuf_handle))
18673
    {
18674
        int buf_len = ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, NULL, 0, NULL, NULL);
18675
        g.ClipboardHandlerData.resize(buf_len);
18676
        ::WideCharToMultiByte(CP_UTF8, 0, wbuf_global, -1, g.ClipboardHandlerData.Data, buf_len, NULL, NULL);
18677
    }
18678
    ::GlobalUnlock(wbuf_handle);
18679
    ::CloseClipboard();
18680
    return g.ClipboardHandlerData.Data;
18681
}
18682
18683
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18684
{
18685
    if (!::OpenClipboard(NULL))
18686
        return;
18687
    const int wbuf_length = ::MultiByteToWideChar(CP_UTF8, 0, text, -1, NULL, 0);
18688
    HGLOBAL wbuf_handle = ::GlobalAlloc(GMEM_MOVEABLE, (SIZE_T)wbuf_length * sizeof(WCHAR));
18689
    if (wbuf_handle == NULL)
18690
    {
18691
        ::CloseClipboard();
18692
        return;
18693
    }
18694
    WCHAR* wbuf_global = (WCHAR*)::GlobalLock(wbuf_handle);
18695
    ::MultiByteToWideChar(CP_UTF8, 0, text, -1, wbuf_global, wbuf_length);
18696
    ::GlobalUnlock(wbuf_handle);
18697
    ::EmptyClipboard();
18698
    if (::SetClipboardData(CF_UNICODETEXT, wbuf_handle) == NULL)
18699
        ::GlobalFree(wbuf_handle);
18700
    ::CloseClipboard();
18701
}
18702
18703
#elif defined(__APPLE__) && TARGET_OS_OSX && defined(IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS)
18704
18705
#include <Carbon/Carbon.h>  // Use old API to avoid need for separate .mm file
18706
static PasteboardRef main_clipboard = 0;
18707
18708
// OSX clipboard implementation
18709
// If you enable this you will need to add '-framework ApplicationServices' to your linker command-line!
18710
static void SetClipboardTextFn_DefaultImpl(void*, const char* text)
18711
{
18712
    if (!main_clipboard)
18713
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18714
    PasteboardClear(main_clipboard);
18715
    CFDataRef cf_data = CFDataCreate(kCFAllocatorDefault, (const UInt8*)text, strlen(text));
18716
    if (cf_data)
18717
    {
18718
        PasteboardPutItemFlavor(main_clipboard, (PasteboardItemID)1, CFSTR("public.utf8-plain-text"), cf_data, 0);
18719
        CFRelease(cf_data);
18720
    }
18721
}
18722
18723
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18724
{
18725
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18726
    if (!main_clipboard)
18727
        PasteboardCreate(kPasteboardClipboard, &main_clipboard);
18728
    PasteboardSynchronize(main_clipboard);
18729
18730
    ItemCount item_count = 0;
18731
    PasteboardGetItemCount(main_clipboard, &item_count);
18732
    for (ItemCount i = 0; i < item_count; i++)
18733
    {
18734
        PasteboardItemID item_id = 0;
18735
        PasteboardGetItemIdentifier(main_clipboard, i + 1, &item_id);
18736
        CFArrayRef flavor_type_array = 0;
18737
        PasteboardCopyItemFlavors(main_clipboard, item_id, &flavor_type_array);
18738
        for (CFIndex j = 0, nj = CFArrayGetCount(flavor_type_array); j < nj; j++)
18739
        {
18740
            CFDataRef cf_data;
18741
            if (PasteboardCopyItemFlavorData(main_clipboard, item_id, CFSTR("public.utf8-plain-text"), &cf_data) == noErr)
18742
            {
18743
                g.ClipboardHandlerData.clear();
18744
                int length = (int)CFDataGetLength(cf_data);
18745
                g.ClipboardHandlerData.resize(length + 1);
18746
                CFDataGetBytes(cf_data, CFRangeMake(0, length), (UInt8*)g.ClipboardHandlerData.Data);
18747
                g.ClipboardHandlerData[length] = 0;
18748
                CFRelease(cf_data);
18749
                return g.ClipboardHandlerData.Data;
18750
            }
18751
        }
18752
    }
18753
    return NULL;
18754
}
18755
18756
#else
18757
18758
// Local Dear ImGui-only clipboard implementation, if user hasn't defined better clipboard handlers.
18759
static const char* GetClipboardTextFn_DefaultImpl(void* user_data_ctx)
18760
0
{
18761
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18762
0
    return g.ClipboardHandlerData.empty() ? NULL : g.ClipboardHandlerData.begin();
18763
0
}
18764
18765
static void SetClipboardTextFn_DefaultImpl(void* user_data_ctx, const char* text)
18766
0
{
18767
0
    ImGuiContext& g = *(ImGuiContext*)user_data_ctx;
18768
0
    g.ClipboardHandlerData.clear();
18769
0
    const char* text_end = text + strlen(text);
18770
0
    g.ClipboardHandlerData.resize((int)(text_end - text) + 1);
18771
0
    memcpy(&g.ClipboardHandlerData[0], text, (size_t)(text_end - text));
18772
0
    g.ClipboardHandlerData[(int)(text_end - text)] = 0;
18773
0
}
18774
18775
#endif
18776
18777
// Win32 API IME support (for Asian languages, etc.)
18778
#if defined(_WIN32) && !defined(IMGUI_DISABLE_WIN32_FUNCTIONS) && !defined(IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS)
18779
18780
#include <imm.h>
18781
#ifdef _MSC_VER
18782
#pragma comment(lib, "imm32")
18783
#endif
18784
18785
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport* viewport, ImGuiPlatformImeData* data)
18786
{
18787
    // Notify OS Input Method Editor of text input position
18788
    HWND hwnd = (HWND)viewport->PlatformHandleRaw;
18789
    if (hwnd == 0)
18790
        return;
18791
18792
    //::ImmAssociateContextEx(hwnd, NULL, data->WantVisible ? IACE_DEFAULT : 0);
18793
    if (HIMC himc = ::ImmGetContext(hwnd))
18794
    {
18795
        COMPOSITIONFORM composition_form = {};
18796
        composition_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18797
        composition_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18798
        composition_form.dwStyle = CFS_FORCE_POSITION;
18799
        ::ImmSetCompositionWindow(himc, &composition_form);
18800
        CANDIDATEFORM candidate_form = {};
18801
        candidate_form.dwStyle = CFS_CANDIDATEPOS;
18802
        candidate_form.ptCurrentPos.x = (LONG)(data->InputPos.x - viewport->Pos.x);
18803
        candidate_form.ptCurrentPos.y = (LONG)(data->InputPos.y - viewport->Pos.y);
18804
        ::ImmSetCandidateWindow(himc, &candidate_form);
18805
        ::ImmReleaseContext(hwnd, himc);
18806
    }
18807
}
18808
18809
#else
18810
18811
0
static void SetPlatformImeDataFn_DefaultImpl(ImGuiViewport*, ImGuiPlatformImeData*) {}
18812
18813
#endif
18814
18815
//-----------------------------------------------------------------------------
18816
// [SECTION] METRICS/DEBUGGER WINDOW
18817
//-----------------------------------------------------------------------------
18818
// - RenderViewportThumbnail() [Internal]
18819
// - RenderViewportsThumbnails() [Internal]
18820
// - DebugTextEncoding()
18821
// - MetricsHelpMarker() [Internal]
18822
// - ShowFontAtlas() [Internal]
18823
// - ShowMetricsWindow()
18824
// - DebugNodeColumns() [Internal]
18825
// - DebugNodeDockNode() [Internal]
18826
// - DebugNodeDrawList() [Internal]
18827
// - DebugNodeDrawCmdShowMeshAndBoundingBox() [Internal]
18828
// - DebugNodeFont() [Internal]
18829
// - DebugNodeFontGlyph() [Internal]
18830
// - DebugNodeStorage() [Internal]
18831
// - DebugNodeTabBar() [Internal]
18832
// - DebugNodeViewport() [Internal]
18833
// - DebugNodeWindow() [Internal]
18834
// - DebugNodeWindowSettings() [Internal]
18835
// - DebugNodeWindowsList() [Internal]
18836
// - DebugNodeWindowsListByBeginStackParent() [Internal]
18837
//-----------------------------------------------------------------------------
18838
18839
#ifndef IMGUI_DISABLE_DEBUG_TOOLS
18840
18841
void ImGui::DebugRenderViewportThumbnail(ImDrawList* draw_list, ImGuiViewportP* viewport, const ImRect& bb)
18842
0
{
18843
0
    ImGuiContext& g = *GImGui;
18844
0
    ImGuiWindow* window = g.CurrentWindow;
18845
18846
0
    ImVec2 scale = bb.GetSize() / viewport->Size;
18847
0
    ImVec2 off = bb.Min - viewport->Pos * scale;
18848
0
    float alpha_mul = (viewport->Flags & ImGuiViewportFlags_IsMinimized) ? 0.30f : 1.00f;
18849
0
    window->DrawList->AddRectFilled(bb.Min, bb.Max, ImGui::GetColorU32(ImGuiCol_Border, alpha_mul * 0.40f));
18850
0
    for (int i = 0; i != g.Windows.Size; i++)
18851
0
    {
18852
0
        ImGuiWindow* thumb_window = g.Windows[i];
18853
0
        if (!thumb_window->WasActive || (thumb_window->Flags & ImGuiWindowFlags_ChildWindow))
18854
0
            continue;
18855
0
        if (thumb_window->Viewport != viewport)
18856
0
            continue;
18857
18858
0
        ImRect thumb_r = thumb_window->Rect();
18859
0
        ImRect title_r = thumb_window->TitleBarRect();
18860
0
        thumb_r = ImRect(ImFloor(off + thumb_r.Min * scale), ImFloor(off +  thumb_r.Max * scale));
18861
0
        title_r = ImRect(ImFloor(off + title_r.Min * scale), ImFloor(off +  ImVec2(title_r.Max.x, title_r.Min.y) * scale) + ImVec2(0,5)); // Exaggerate title bar height
18862
0
        thumb_r.ClipWithFull(bb);
18863
0
        title_r.ClipWithFull(bb);
18864
0
        const bool window_is_focused = (g.NavWindow && thumb_window->RootWindowForTitleBarHighlight == g.NavWindow->RootWindowForTitleBarHighlight);
18865
0
        window->DrawList->AddRectFilled(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_WindowBg, alpha_mul));
18866
0
        window->DrawList->AddRectFilled(title_r.Min, title_r.Max, GetColorU32(window_is_focused ? ImGuiCol_TitleBgActive : ImGuiCol_TitleBg, alpha_mul));
18867
0
        window->DrawList->AddRect(thumb_r.Min, thumb_r.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18868
0
        window->DrawList->AddText(g.Font, g.FontSize * 1.0f, title_r.Min, GetColorU32(ImGuiCol_Text, alpha_mul), thumb_window->Name, FindRenderedTextEnd(thumb_window->Name));
18869
0
    }
18870
0
    draw_list->AddRect(bb.Min, bb.Max, GetColorU32(ImGuiCol_Border, alpha_mul));
18871
0
}
18872
18873
static void RenderViewportsThumbnails()
18874
0
{
18875
0
    ImGuiContext& g = *GImGui;
18876
0
    ImGuiWindow* window = g.CurrentWindow;
18877
18878
    // We don't display full monitor bounds (we could, but it often looks awkward), instead we display just enough to cover all of our viewports.
18879
0
    float SCALE = 1.0f / 8.0f;
18880
0
    ImRect bb_full(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
18881
0
    for (int n = 0; n < g.Viewports.Size; n++)
18882
0
        bb_full.Add(g.Viewports[n]->GetMainRect());
18883
0
    ImVec2 p = window->DC.CursorPos;
18884
0
    ImVec2 off = p - bb_full.Min * SCALE;
18885
0
    for (int n = 0; n < g.Viewports.Size; n++)
18886
0
    {
18887
0
        ImGuiViewportP* viewport = g.Viewports[n];
18888
0
        ImRect viewport_draw_bb(off + (viewport->Pos) * SCALE, off + (viewport->Pos + viewport->Size) * SCALE);
18889
0
        ImGui::DebugRenderViewportThumbnail(window->DrawList, viewport, viewport_draw_bb);
18890
0
    }
18891
0
    ImGui::Dummy(bb_full.GetSize() * SCALE);
18892
0
}
18893
18894
static int IMGUI_CDECL ViewportComparerByLastFocusedStampCount(const void* lhs, const void* rhs)
18895
0
{
18896
0
    const ImGuiViewportP* a = *(const ImGuiViewportP* const*)lhs;
18897
0
    const ImGuiViewportP* b = *(const ImGuiViewportP* const*)rhs;
18898
0
    return b->LastFocusedStampCount - a->LastFocusedStampCount;
18899
0
}
18900
18901
// Draw an arbitrary US keyboard layout to visualize translated keys
18902
void ImGui::DebugRenderKeyboardPreview(ImDrawList* draw_list)
18903
0
{
18904
0
    const ImVec2 key_size = ImVec2(35.0f, 35.0f);
18905
0
    const float  key_rounding = 3.0f;
18906
0
    const ImVec2 key_face_size = ImVec2(25.0f, 25.0f);
18907
0
    const ImVec2 key_face_pos = ImVec2(5.0f, 3.0f);
18908
0
    const float  key_face_rounding = 2.0f;
18909
0
    const ImVec2 key_label_pos = ImVec2(7.0f, 4.0f);
18910
0
    const ImVec2 key_step = ImVec2(key_size.x - 1.0f, key_size.y - 1.0f);
18911
0
    const float  key_row_offset = 9.0f;
18912
18913
0
    ImVec2 board_min = GetCursorScreenPos();
18914
0
    ImVec2 board_max = ImVec2(board_min.x + 3 * key_step.x + 2 * key_row_offset + 10.0f, board_min.y + 3 * key_step.y + 10.0f);
18915
0
    ImVec2 start_pos = ImVec2(board_min.x + 5.0f - key_step.x, board_min.y);
18916
18917
0
    struct KeyLayoutData { int Row, Col; const char* Label; ImGuiKey Key; };
18918
0
    const KeyLayoutData keys_to_display[] =
18919
0
    {
18920
0
        { 0, 0, "", ImGuiKey_Tab },      { 0, 1, "Q", ImGuiKey_Q }, { 0, 2, "W", ImGuiKey_W }, { 0, 3, "E", ImGuiKey_E }, { 0, 4, "R", ImGuiKey_R },
18921
0
        { 1, 0, "", ImGuiKey_CapsLock }, { 1, 1, "A", ImGuiKey_A }, { 1, 2, "S", ImGuiKey_S }, { 1, 3, "D", ImGuiKey_D }, { 1, 4, "F", ImGuiKey_F },
18922
0
        { 2, 0, "", ImGuiKey_LeftShift },{ 2, 1, "Z", ImGuiKey_Z }, { 2, 2, "X", ImGuiKey_X }, { 2, 3, "C", ImGuiKey_C }, { 2, 4, "V", ImGuiKey_V }
18923
0
    };
18924
18925
    // Elements rendered manually via ImDrawList API are not clipped automatically.
18926
    // While not strictly necessary, here IsItemVisible() is used to avoid rendering these shapes when they are out of view.
18927
0
    Dummy(board_max - board_min);
18928
0
    if (!IsItemVisible())
18929
0
        return;
18930
0
    draw_list->PushClipRect(board_min, board_max, true);
18931
0
    for (int n = 0; n < IM_ARRAYSIZE(keys_to_display); n++)
18932
0
    {
18933
0
        const KeyLayoutData* key_data = &keys_to_display[n];
18934
0
        ImVec2 key_min = ImVec2(start_pos.x + key_data->Col * key_step.x + key_data->Row * key_row_offset, start_pos.y + key_data->Row * key_step.y);
18935
0
        ImVec2 key_max = key_min + key_size;
18936
0
        draw_list->AddRectFilled(key_min, key_max, IM_COL32(204, 204, 204, 255), key_rounding);
18937
0
        draw_list->AddRect(key_min, key_max, IM_COL32(24, 24, 24, 255), key_rounding);
18938
0
        ImVec2 face_min = ImVec2(key_min.x + key_face_pos.x, key_min.y + key_face_pos.y);
18939
0
        ImVec2 face_max = ImVec2(face_min.x + key_face_size.x, face_min.y + key_face_size.y);
18940
0
        draw_list->AddRect(face_min, face_max, IM_COL32(193, 193, 193, 255), key_face_rounding, ImDrawFlags_None, 2.0f);
18941
0
        draw_list->AddRectFilled(face_min, face_max, IM_COL32(252, 252, 252, 255), key_face_rounding);
18942
0
        ImVec2 label_min = ImVec2(key_min.x + key_label_pos.x, key_min.y + key_label_pos.y);
18943
0
        draw_list->AddText(label_min, IM_COL32(64, 64, 64, 255), key_data->Label);
18944
0
        if (ImGui::IsKeyDown(key_data->Key))
18945
0
            draw_list->AddRectFilled(key_min, key_max, IM_COL32(255, 0, 0, 128), key_rounding);
18946
0
    }
18947
0
    draw_list->PopClipRect();
18948
0
}
18949
18950
// Helper tool to diagnose between text encoding issues and font loading issues. Pass your UTF-8 string and verify that there are correct.
18951
void ImGui::DebugTextEncoding(const char* str)
18952
0
{
18953
0
    Text("Text: \"%s\"", str);
18954
0
    if (!BeginTable("##DebugTextEncoding", 4, ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg | ImGuiTableFlags_SizingFixedFit | ImGuiTableFlags_Resizable))
18955
0
        return;
18956
0
    TableSetupColumn("Offset");
18957
0
    TableSetupColumn("UTF-8");
18958
0
    TableSetupColumn("Glyph");
18959
0
    TableSetupColumn("Codepoint");
18960
0
    TableHeadersRow();
18961
0
    for (const char* p = str; *p != 0; )
18962
0
    {
18963
0
        unsigned int c;
18964
0
        const int c_utf8_len = ImTextCharFromUtf8(&c, p, NULL);
18965
0
        TableNextColumn();
18966
0
        Text("%d", (int)(p - str));
18967
0
        TableNextColumn();
18968
0
        for (int byte_index = 0; byte_index < c_utf8_len; byte_index++)
18969
0
        {
18970
0
            if (byte_index > 0)
18971
0
                SameLine();
18972
0
            Text("0x%02X", (int)(unsigned char)p[byte_index]);
18973
0
        }
18974
0
        TableNextColumn();
18975
0
        if (GetFont()->FindGlyphNoFallback((ImWchar)c))
18976
0
            TextUnformatted(p, p + c_utf8_len);
18977
0
        else
18978
0
            TextUnformatted((c == IM_UNICODE_CODEPOINT_INVALID) ? "[invalid]" : "[missing]");
18979
0
        TableNextColumn();
18980
0
        Text("U+%04X", (int)c);
18981
0
        p += c_utf8_len;
18982
0
    }
18983
0
    EndTable();
18984
0
}
18985
18986
// Avoid naming collision with imgui_demo.cpp's HelpMarker() for unity builds.
18987
static void MetricsHelpMarker(const char* desc)
18988
0
{
18989
0
    ImGui::TextDisabled("(?)");
18990
0
    if (ImGui::IsItemHovered(ImGuiHoveredFlags_DelayShort) && ImGui::BeginTooltip())
18991
0
    {
18992
0
        ImGui::PushTextWrapPos(ImGui::GetFontSize() * 35.0f);
18993
0
        ImGui::TextUnformatted(desc);
18994
0
        ImGui::PopTextWrapPos();
18995
0
        ImGui::EndTooltip();
18996
0
    }
18997
0
}
18998
18999
// [DEBUG] List fonts in a font atlas and display its texture
19000
void ImGui::ShowFontAtlas(ImFontAtlas* atlas)
19001
0
{
19002
0
    for (int i = 0; i < atlas->Fonts.Size; i++)
19003
0
    {
19004
0
        ImFont* font = atlas->Fonts[i];
19005
0
        PushID(font);
19006
0
        DebugNodeFont(font);
19007
0
        PopID();
19008
0
    }
19009
0
    if (TreeNode("Font Atlas", "Font Atlas (%dx%d pixels)", atlas->TexWidth, atlas->TexHeight))
19010
0
    {
19011
0
        ImGuiContext& g = *GImGui;
19012
0
        ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19013
0
        Checkbox("Tint with Text Color", &cfg->ShowAtlasTintedWithTextColor); // Using text color ensure visibility of core atlas data, but will alter custom colored icons
19014
0
        ImVec4 tint_col = cfg->ShowAtlasTintedWithTextColor ? GetStyleColorVec4(ImGuiCol_Text) : ImVec4(1.0f, 1.0f, 1.0f, 1.0f);
19015
0
        ImVec4 border_col = GetStyleColorVec4(ImGuiCol_Border);
19016
0
        Image(atlas->TexID, ImVec2((float)atlas->TexWidth, (float)atlas->TexHeight), ImVec2(0.0f, 0.0f), ImVec2(1.0f, 1.0f), tint_col, border_col);
19017
0
        TreePop();
19018
0
    }
19019
0
}
19020
19021
void ImGui::ShowMetricsWindow(bool* p_open)
19022
0
{
19023
0
    ImGuiContext& g = *GImGui;
19024
0
    ImGuiIO& io = g.IO;
19025
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19026
0
    if (cfg->ShowDebugLog)
19027
0
        ShowDebugLogWindow(&cfg->ShowDebugLog);
19028
0
    if (cfg->ShowStackTool)
19029
0
        ShowStackToolWindow(&cfg->ShowStackTool);
19030
19031
0
    if (!Begin("Dear ImGui Metrics/Debugger", p_open) || GetCurrentWindow()->BeginCount > 1)
19032
0
    {
19033
0
        End();
19034
0
        return;
19035
0
    }
19036
19037
    // Basic info
19038
0
    Text("Dear ImGui %s", GetVersion());
19039
0
    Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io.Framerate, io.Framerate);
19040
0
    Text("%d vertices, %d indices (%d triangles)", io.MetricsRenderVertices, io.MetricsRenderIndices, io.MetricsRenderIndices / 3);
19041
0
    Text("%d visible windows, %d active allocations", io.MetricsRenderWindows, io.MetricsActiveAllocations);
19042
    //SameLine(); if (SmallButton("GC")) { g.GcCompactAll = true; }
19043
19044
0
    Separator();
19045
19046
    // Debugging enums
19047
0
    enum { WRT_OuterRect, WRT_OuterRectClipped, WRT_InnerRect, WRT_InnerClipRect, WRT_WorkRect, WRT_Content, WRT_ContentIdeal, WRT_ContentRegionRect, WRT_Count }; // Windows Rect Type
19048
0
    const char* wrt_rects_names[WRT_Count] = { "OuterRect", "OuterRectClipped", "InnerRect", "InnerClipRect", "WorkRect", "Content", "ContentIdeal", "ContentRegionRect" };
19049
0
    enum { TRT_OuterRect, TRT_InnerRect, TRT_WorkRect, TRT_HostClipRect, TRT_InnerClipRect, TRT_BackgroundClipRect, TRT_ColumnsRect, TRT_ColumnsWorkRect, TRT_ColumnsClipRect, TRT_ColumnsContentHeadersUsed, TRT_ColumnsContentHeadersIdeal, TRT_ColumnsContentFrozen, TRT_ColumnsContentUnfrozen, TRT_Count }; // Tables Rect Type
19050
0
    const char* trt_rects_names[TRT_Count] = { "OuterRect", "InnerRect", "WorkRect", "HostClipRect", "InnerClipRect", "BackgroundClipRect", "ColumnsRect", "ColumnsWorkRect", "ColumnsClipRect", "ColumnsContentHeadersUsed", "ColumnsContentHeadersIdeal", "ColumnsContentFrozen", "ColumnsContentUnfrozen" };
19051
0
    if (cfg->ShowWindowsRectsType < 0)
19052
0
        cfg->ShowWindowsRectsType = WRT_WorkRect;
19053
0
    if (cfg->ShowTablesRectsType < 0)
19054
0
        cfg->ShowTablesRectsType = TRT_WorkRect;
19055
19056
0
    struct Funcs
19057
0
    {
19058
0
        static ImRect GetTableRect(ImGuiTable* table, int rect_type, int n)
19059
0
        {
19060
0
            ImGuiTableInstanceData* table_instance = TableGetInstanceData(table, table->InstanceCurrent); // Always using last submitted instance
19061
0
            if (rect_type == TRT_OuterRect)                     { return table->OuterRect; }
19062
0
            else if (rect_type == TRT_InnerRect)                { return table->InnerRect; }
19063
0
            else if (rect_type == TRT_WorkRect)                 { return table->WorkRect; }
19064
0
            else if (rect_type == TRT_HostClipRect)             { return table->HostClipRect; }
19065
0
            else if (rect_type == TRT_InnerClipRect)            { return table->InnerClipRect; }
19066
0
            else if (rect_type == TRT_BackgroundClipRect)       { return table->BgClipRect; }
19067
0
            else if (rect_type == TRT_ColumnsRect)              { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->MinX, table->InnerClipRect.Min.y, c->MaxX, table->InnerClipRect.Min.y + table_instance->LastOuterHeight); }
19068
0
            else if (rect_type == TRT_ColumnsWorkRect)          { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->WorkRect.Min.y, c->WorkMaxX, table->WorkRect.Max.y); }
19069
0
            else if (rect_type == TRT_ColumnsClipRect)          { ImGuiTableColumn* c = &table->Columns[n]; return c->ClipRect; }
19070
0
            else if (rect_type == TRT_ColumnsContentHeadersUsed){ ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersUsed, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); } // Note: y1/y2 not always accurate
19071
0
            else if (rect_type == TRT_ColumnsContentHeadersIdeal){ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXHeadersIdeal, table->InnerClipRect.Min.y + table_instance->LastFirstRowHeight); }
19072
0
            else if (rect_type == TRT_ColumnsContentFrozen)     { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y, c->ContentMaxXFrozen, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight); }
19073
0
            else if (rect_type == TRT_ColumnsContentUnfrozen)   { ImGuiTableColumn* c = &table->Columns[n]; return ImRect(c->WorkMinX, table->InnerClipRect.Min.y + table_instance->LastFrozenHeight, c->ContentMaxXUnfrozen, table->InnerClipRect.Max.y); }
19074
0
            IM_ASSERT(0);
19075
0
            return ImRect();
19076
0
        }
19077
19078
0
        static ImRect GetWindowRect(ImGuiWindow* window, int rect_type)
19079
0
        {
19080
0
            if (rect_type == WRT_OuterRect)                 { return window->Rect(); }
19081
0
            else if (rect_type == WRT_OuterRectClipped)     { return window->OuterRectClipped; }
19082
0
            else if (rect_type == WRT_InnerRect)            { return window->InnerRect; }
19083
0
            else if (rect_type == WRT_InnerClipRect)        { return window->InnerClipRect; }
19084
0
            else if (rect_type == WRT_WorkRect)             { return window->WorkRect; }
19085
0
            else if (rect_type == WRT_Content)       { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSize); }
19086
0
            else if (rect_type == WRT_ContentIdeal)         { ImVec2 min = window->InnerRect.Min - window->Scroll + window->WindowPadding; return ImRect(min, min + window->ContentSizeIdeal); }
19087
0
            else if (rect_type == WRT_ContentRegionRect)    { return window->ContentRegionRect; }
19088
0
            IM_ASSERT(0);
19089
0
            return ImRect();
19090
0
        }
19091
0
    };
19092
19093
    // Tools
19094
0
    if (TreeNode("Tools"))
19095
0
    {
19096
0
        bool show_encoding_viewer = TreeNode("UTF-8 Encoding viewer");
19097
0
        SameLine();
19098
0
        MetricsHelpMarker("You can also call ImGui::DebugTextEncoding() from your code with a given string to test that your UTF-8 encoding settings are correct.");
19099
0
        if (show_encoding_viewer)
19100
0
        {
19101
0
            static char buf[100] = "";
19102
0
            SetNextItemWidth(-FLT_MIN);
19103
0
            InputText("##Text", buf, IM_ARRAYSIZE(buf));
19104
0
            if (buf[0] != 0)
19105
0
                DebugTextEncoding(buf);
19106
0
            TreePop();
19107
0
        }
19108
19109
        // The Item Picker tool is super useful to visually select an item and break into the call-stack of where it was submitted.
19110
0
        if (Checkbox("Show Item Picker", &g.DebugItemPickerActive) && g.DebugItemPickerActive)
19111
0
            DebugStartItemPicker();
19112
0
        SameLine();
19113
0
        MetricsHelpMarker("Will call the IM_DEBUG_BREAK() macro to break in debugger.\nWarning: If you don't have a debugger attached, this will probably crash.");
19114
19115
        // Stack Tool is your best friend!
19116
0
        Checkbox("Show Debug Log", &cfg->ShowDebugLog);
19117
0
        SameLine();
19118
0
        MetricsHelpMarker("You can also call ImGui::ShowDebugLogWindow() from your code.");
19119
19120
        // Stack Tool is your best friend!
19121
0
        Checkbox("Show Stack Tool", &cfg->ShowStackTool);
19122
0
        SameLine();
19123
0
        MetricsHelpMarker("You can also call ImGui::ShowStackToolWindow() from your code.");
19124
19125
0
        Checkbox("Show windows begin order", &cfg->ShowWindowsBeginOrder);
19126
0
        Checkbox("Show windows rectangles", &cfg->ShowWindowsRects);
19127
0
        SameLine();
19128
0
        SetNextItemWidth(GetFontSize() * 12);
19129
0
        cfg->ShowWindowsRects |= Combo("##show_windows_rect_type", &cfg->ShowWindowsRectsType, wrt_rects_names, WRT_Count, WRT_Count);
19130
0
        if (cfg->ShowWindowsRects && g.NavWindow != NULL)
19131
0
        {
19132
0
            BulletText("'%s':", g.NavWindow->Name);
19133
0
            Indent();
19134
0
            for (int rect_n = 0; rect_n < WRT_Count; rect_n++)
19135
0
            {
19136
0
                ImRect r = Funcs::GetWindowRect(g.NavWindow, rect_n);
19137
0
                Text("(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), wrt_rects_names[rect_n]);
19138
0
            }
19139
0
            Unindent();
19140
0
        }
19141
19142
0
        Checkbox("Show tables rectangles", &cfg->ShowTablesRects);
19143
0
        SameLine();
19144
0
        SetNextItemWidth(GetFontSize() * 12);
19145
0
        cfg->ShowTablesRects |= Combo("##show_table_rects_type", &cfg->ShowTablesRectsType, trt_rects_names, TRT_Count, TRT_Count);
19146
0
        if (cfg->ShowTablesRects && g.NavWindow != NULL)
19147
0
        {
19148
0
            for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19149
0
            {
19150
0
                ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19151
0
                if (table == NULL || table->LastFrameActive < g.FrameCount - 1 || (table->OuterWindow != g.NavWindow && table->InnerWindow != g.NavWindow))
19152
0
                    continue;
19153
19154
0
                BulletText("Table 0x%08X (%d columns, in '%s')", table->ID, table->ColumnsCount, table->OuterWindow->Name);
19155
0
                if (IsItemHovered())
19156
0
                    GetForegroundDrawList()->AddRect(table->OuterRect.Min - ImVec2(1, 1), table->OuterRect.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19157
0
                Indent();
19158
0
                char buf[128];
19159
0
                for (int rect_n = 0; rect_n < TRT_Count; rect_n++)
19160
0
                {
19161
0
                    if (rect_n >= TRT_ColumnsRect)
19162
0
                    {
19163
0
                        if (rect_n != TRT_ColumnsRect && rect_n != TRT_ColumnsClipRect)
19164
0
                            continue;
19165
0
                        for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19166
0
                        {
19167
0
                            ImRect r = Funcs::GetTableRect(table, rect_n, column_n);
19168
0
                            ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) Col %d %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), column_n, trt_rects_names[rect_n]);
19169
0
                            Selectable(buf);
19170
0
                            if (IsItemHovered())
19171
0
                                GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19172
0
                        }
19173
0
                    }
19174
0
                    else
19175
0
                    {
19176
0
                        ImRect r = Funcs::GetTableRect(table, rect_n, -1);
19177
0
                        ImFormatString(buf, IM_ARRAYSIZE(buf), "(%6.1f,%6.1f) (%6.1f,%6.1f) Size (%6.1f,%6.1f) %s", r.Min.x, r.Min.y, r.Max.x, r.Max.y, r.GetWidth(), r.GetHeight(), trt_rects_names[rect_n]);
19178
0
                        Selectable(buf);
19179
0
                        if (IsItemHovered())
19180
0
                            GetForegroundDrawList()->AddRect(r.Min - ImVec2(1, 1), r.Max + ImVec2(1, 1), IM_COL32(255, 255, 0, 255), 0.0f, 0, 2.0f);
19181
0
                    }
19182
0
                }
19183
0
                Unindent();
19184
0
            }
19185
0
        }
19186
19187
0
        Checkbox("Debug Begin/BeginChild return value", &io.ConfigDebugBeginReturnValueLoop);
19188
0
        SameLine();
19189
0
        MetricsHelpMarker("Some calls to Begin()/BeginChild() will return false.\n\nWill cycle through window depths then repeat. Windows should be flickering while running.");
19190
19191
0
        TreePop();
19192
0
    }
19193
19194
    // Windows
19195
0
    if (TreeNode("Windows", "Windows (%d)", g.Windows.Size))
19196
0
    {
19197
        //SetNextItemOpen(true, ImGuiCond_Once);
19198
0
        DebugNodeWindowsList(&g.Windows, "By display order");
19199
0
        DebugNodeWindowsList(&g.WindowsFocusOrder, "By focus order (root windows)");
19200
0
        if (TreeNode("By submission order (begin stack)"))
19201
0
        {
19202
            // Here we display windows in their submitted order/hierarchy, however note that the Begin stack doesn't constitute a Parent<>Child relationship!
19203
0
            ImVector<ImGuiWindow*>& temp_buffer = g.WindowsTempSortBuffer;
19204
0
            temp_buffer.resize(0);
19205
0
            for (int i = 0; i < g.Windows.Size; i++)
19206
0
                if (g.Windows[i]->LastFrameActive + 1 >= g.FrameCount)
19207
0
                    temp_buffer.push_back(g.Windows[i]);
19208
0
            struct Func { static int IMGUI_CDECL WindowComparerByBeginOrder(const void* lhs, const void* rhs) { return ((int)(*(const ImGuiWindow* const *)lhs)->BeginOrderWithinContext - (*(const ImGuiWindow* const*)rhs)->BeginOrderWithinContext); } };
19209
0
            ImQsort(temp_buffer.Data, (size_t)temp_buffer.Size, sizeof(ImGuiWindow*), Func::WindowComparerByBeginOrder);
19210
0
            DebugNodeWindowsListByBeginStackParent(temp_buffer.Data, temp_buffer.Size, NULL);
19211
0
            TreePop();
19212
0
        }
19213
19214
0
        TreePop();
19215
0
    }
19216
19217
    // DrawLists
19218
0
    int drawlist_count = 0;
19219
0
    for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19220
0
        drawlist_count += g.Viewports[viewport_i]->DrawDataBuilder.GetDrawListCount();
19221
0
    if (TreeNode("DrawLists", "DrawLists (%d)", drawlist_count))
19222
0
    {
19223
0
        Checkbox("Show ImDrawCmd mesh when hovering", &cfg->ShowDrawCmdMesh);
19224
0
        Checkbox("Show ImDrawCmd bounding boxes when hovering", &cfg->ShowDrawCmdBoundingBoxes);
19225
0
        for (int viewport_i = 0; viewport_i < g.Viewports.Size; viewport_i++)
19226
0
        {
19227
0
            ImGuiViewportP* viewport = g.Viewports[viewport_i];
19228
0
            bool viewport_has_drawlist = false;
19229
0
            for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
19230
0
                for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
19231
0
                {
19232
0
                    if (!viewport_has_drawlist)
19233
0
                        Text("Active DrawLists in Viewport #%d, ID: 0x%08X", viewport->Idx, viewport->ID);
19234
0
                    viewport_has_drawlist = true;
19235
0
                    DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
19236
0
                }
19237
0
        }
19238
0
        TreePop();
19239
0
    }
19240
19241
    // Viewports
19242
0
    if (TreeNode("Viewports", "Viewports (%d)", g.Viewports.Size))
19243
0
    {
19244
0
        Indent(GetTreeNodeToLabelSpacing());
19245
0
        RenderViewportsThumbnails();
19246
0
        Unindent(GetTreeNodeToLabelSpacing());
19247
19248
0
        bool open = TreeNode("Monitors", "Monitors (%d)", g.PlatformIO.Monitors.Size);
19249
0
        SameLine();
19250
0
        MetricsHelpMarker("Dear ImGui uses monitor data:\n- to query DPI settings on a per monitor basis\n- to position popup/tooltips so they don't straddle monitors.");
19251
0
        if (open)
19252
0
        {
19253
0
            for (int i = 0; i < g.PlatformIO.Monitors.Size; i++)
19254
0
            {
19255
0
                const ImGuiPlatformMonitor& mon = g.PlatformIO.Monitors[i];
19256
0
                BulletText("Monitor #%d: DPI %.0f%%\n MainMin (%.0f,%.0f), MainMax (%.0f,%.0f), MainSize (%.0f,%.0f)\n WorkMin (%.0f,%.0f), WorkMax (%.0f,%.0f), WorkSize (%.0f,%.0f)",
19257
0
                    i, mon.DpiScale * 100.0f,
19258
0
                    mon.MainPos.x, mon.MainPos.y, mon.MainPos.x + mon.MainSize.x, mon.MainPos.y + mon.MainSize.y, mon.MainSize.x, mon.MainSize.y,
19259
0
                    mon.WorkPos.x, mon.WorkPos.y, mon.WorkPos.x + mon.WorkSize.x, mon.WorkPos.y + mon.WorkSize.y, mon.WorkSize.x, mon.WorkSize.y);
19260
0
            }
19261
0
            TreePop();
19262
0
        }
19263
19264
0
        BulletText("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport ? g.MouseViewport->ID : 0, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19265
0
        if (TreeNode("Inferred Z order (front-to-back)"))
19266
0
        {
19267
0
            static ImVector<ImGuiViewportP*> viewports;
19268
0
            viewports.resize(g.Viewports.Size);
19269
0
            memcpy(viewports.Data, g.Viewports.Data, g.Viewports.size_in_bytes());
19270
0
            if (viewports.Size > 1)
19271
0
                ImQsort(viewports.Data, viewports.Size, sizeof(ImGuiViewport*), ViewportComparerByLastFocusedStampCount);
19272
0
            for (ImGuiViewportP* viewport : viewports)
19273
0
                BulletText("Viewport #%d, ID: 0x%08X, LastFocused = %08d, PlatformFocused = %s, Window: \"%s\"",
19274
0
                    viewport->Idx, viewport->ID, viewport->LastFocusedStampCount,
19275
0
                    (g.PlatformIO.Platform_GetWindowFocus && viewport->PlatformWindowCreated) ? (g.PlatformIO.Platform_GetWindowFocus(viewport) ? "1" : "0") : "N/A",
19276
0
                    viewport->Window ? viewport->Window->Name : "N/A");
19277
0
            TreePop();
19278
0
        }
19279
0
        for (int i = 0; i < g.Viewports.Size; i++)
19280
0
            DebugNodeViewport(g.Viewports[i]);
19281
0
        TreePop();
19282
0
    }
19283
19284
    // Details for Popups
19285
0
    if (TreeNode("Popups", "Popups (%d)", g.OpenPopupStack.Size))
19286
0
    {
19287
0
        for (int i = 0; i < g.OpenPopupStack.Size; i++)
19288
0
        {
19289
            // As it's difficult to interact with tree nodes while popups are open, we display everything inline.
19290
0
            const ImGuiPopupData* popup_data = &g.OpenPopupStack[i];
19291
0
            ImGuiWindow* window = popup_data->Window;
19292
0
            BulletText("PopupID: %08x, Window: '%s' (%s%s), BackupNavWindow '%s', ParentWindow '%s'",
19293
0
                popup_data->PopupId, window ? window->Name : "NULL", window && (window->Flags & ImGuiWindowFlags_ChildWindow) ? "Child;" : "", window && (window->Flags & ImGuiWindowFlags_ChildMenu) ? "Menu;" : "",
19294
0
                popup_data->BackupNavWindow ? popup_data->BackupNavWindow->Name : "NULL", window && window->ParentWindow ? window->ParentWindow->Name : "NULL");
19295
0
        }
19296
0
        TreePop();
19297
0
    }
19298
19299
    // Details for TabBars
19300
0
    if (TreeNode("TabBars", "Tab Bars (%d)", g.TabBars.GetAliveCount()))
19301
0
    {
19302
0
        for (int n = 0; n < g.TabBars.GetMapSize(); n++)
19303
0
            if (ImGuiTabBar* tab_bar = g.TabBars.TryGetMapData(n))
19304
0
            {
19305
0
                PushID(tab_bar);
19306
0
                DebugNodeTabBar(tab_bar, "TabBar");
19307
0
                PopID();
19308
0
            }
19309
0
        TreePop();
19310
0
    }
19311
19312
    // Details for Tables
19313
0
    if (TreeNode("Tables", "Tables (%d)", g.Tables.GetAliveCount()))
19314
0
    {
19315
0
        for (int n = 0; n < g.Tables.GetMapSize(); n++)
19316
0
            if (ImGuiTable* table = g.Tables.TryGetMapData(n))
19317
0
                DebugNodeTable(table);
19318
0
        TreePop();
19319
0
    }
19320
19321
    // Details for Fonts
19322
0
    ImFontAtlas* atlas = g.IO.Fonts;
19323
0
    if (TreeNode("Fonts", "Fonts (%d)", atlas->Fonts.Size))
19324
0
    {
19325
0
        ShowFontAtlas(atlas);
19326
0
        TreePop();
19327
0
    }
19328
19329
    // Details for InputText
19330
0
    if (TreeNode("InputText"))
19331
0
    {
19332
0
        DebugNodeInputTextState(&g.InputTextState);
19333
0
        TreePop();
19334
0
    }
19335
19336
    // Details for Docking
19337
0
#ifdef IMGUI_HAS_DOCK
19338
0
    if (TreeNode("Docking"))
19339
0
    {
19340
0
        static bool root_nodes_only = true;
19341
0
        ImGuiDockContext* dc = &g.DockContext;
19342
0
        Checkbox("List root nodes", &root_nodes_only);
19343
0
        Checkbox("Ctrl shows window dock info", &cfg->ShowDockingNodes);
19344
0
        if (SmallButton("Clear nodes")) { DockContextClearNodes(&g, 0, true); }
19345
0
        SameLine();
19346
0
        if (SmallButton("Rebuild all")) { dc->WantFullRebuild = true; }
19347
0
        for (int n = 0; n < dc->Nodes.Data.Size; n++)
19348
0
            if (ImGuiDockNode* node = (ImGuiDockNode*)dc->Nodes.Data[n].val_p)
19349
0
                if (!root_nodes_only || node->IsRootNode())
19350
0
                    DebugNodeDockNode(node, "Node");
19351
0
        TreePop();
19352
0
    }
19353
0
#endif // #ifdef IMGUI_HAS_DOCK
19354
19355
    // Settings
19356
0
    if (TreeNode("Settings"))
19357
0
    {
19358
0
        if (SmallButton("Clear"))
19359
0
            ClearIniSettings();
19360
0
        SameLine();
19361
0
        if (SmallButton("Save to memory"))
19362
0
            SaveIniSettingsToMemory();
19363
0
        SameLine();
19364
0
        if (SmallButton("Save to disk"))
19365
0
            SaveIniSettingsToDisk(g.IO.IniFilename);
19366
0
        SameLine();
19367
0
        if (g.IO.IniFilename)
19368
0
            Text("\"%s\"", g.IO.IniFilename);
19369
0
        else
19370
0
            TextUnformatted("<NULL>");
19371
0
        Text("SettingsDirtyTimer %.2f", g.SettingsDirtyTimer);
19372
0
        if (TreeNode("SettingsHandlers", "Settings handlers: (%d)", g.SettingsHandlers.Size))
19373
0
        {
19374
0
            for (int n = 0; n < g.SettingsHandlers.Size; n++)
19375
0
                BulletText("%s", g.SettingsHandlers[n].TypeName);
19376
0
            TreePop();
19377
0
        }
19378
0
        if (TreeNode("SettingsWindows", "Settings packed data: Windows: %d bytes", g.SettingsWindows.size()))
19379
0
        {
19380
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19381
0
                DebugNodeWindowSettings(settings);
19382
0
            TreePop();
19383
0
        }
19384
19385
0
        if (TreeNode("SettingsTables", "Settings packed data: Tables: %d bytes", g.SettingsTables.size()))
19386
0
        {
19387
0
            for (ImGuiTableSettings* settings = g.SettingsTables.begin(); settings != NULL; settings = g.SettingsTables.next_chunk(settings))
19388
0
                DebugNodeTableSettings(settings);
19389
0
            TreePop();
19390
0
        }
19391
19392
0
#ifdef IMGUI_HAS_DOCK
19393
0
        if (TreeNode("SettingsDocking", "Settings packed data: Docking"))
19394
0
        {
19395
0
            ImGuiDockContext* dc = &g.DockContext;
19396
0
            Text("In SettingsWindows:");
19397
0
            for (ImGuiWindowSettings* settings = g.SettingsWindows.begin(); settings != NULL; settings = g.SettingsWindows.next_chunk(settings))
19398
0
                if (settings->DockId != 0)
19399
0
                    BulletText("Window '%s' -> DockId %08X", settings->GetName(), settings->DockId);
19400
0
            Text("In SettingsNodes:");
19401
0
            for (int n = 0; n < dc->NodesSettings.Size; n++)
19402
0
            {
19403
0
                ImGuiDockNodeSettings* settings = &dc->NodesSettings[n];
19404
0
                const char* selected_tab_name = NULL;
19405
0
                if (settings->SelectedTabId)
19406
0
                {
19407
0
                    if (ImGuiWindow* window = FindWindowByID(settings->SelectedTabId))
19408
0
                        selected_tab_name = window->Name;
19409
0
                    else if (ImGuiWindowSettings* window_settings = FindWindowSettingsByID(settings->SelectedTabId))
19410
0
                        selected_tab_name = window_settings->GetName();
19411
0
                }
19412
0
                BulletText("Node %08X, Parent %08X, SelectedTab %08X ('%s')", settings->ID, settings->ParentNodeId, settings->SelectedTabId, selected_tab_name ? selected_tab_name : settings->SelectedTabId ? "N/A" : "");
19413
0
            }
19414
0
            TreePop();
19415
0
        }
19416
0
#endif // #ifdef IMGUI_HAS_DOCK
19417
19418
0
        if (TreeNode("SettingsIniData", "Settings unpacked data (.ini): %d bytes", g.SettingsIniData.size()))
19419
0
        {
19420
0
            InputTextMultiline("##Ini", (char*)(void*)g.SettingsIniData.c_str(), g.SettingsIniData.Buf.Size, ImVec2(-FLT_MIN, GetTextLineHeight() * 20), ImGuiInputTextFlags_ReadOnly);
19421
0
            TreePop();
19422
0
        }
19423
0
        TreePop();
19424
0
    }
19425
19426
0
    if (TreeNode("Inputs"))
19427
0
    {
19428
0
        Text("KEYBOARD/GAMEPAD/MOUSE KEYS");
19429
0
        {
19430
            // We iterate both legacy native range and named ImGuiKey ranges, which is a little odd but this allows displaying the data for old/new backends.
19431
            // User code should never have to go through such hoops! You can generally iterate between ImGuiKey_NamedKey_BEGIN and ImGuiKey_NamedKey_END.
19432
0
            Indent();
19433
0
#ifdef IMGUI_DISABLE_OBSOLETE_KEYIO
19434
0
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey) { return false; } };
19435
#else
19436
            struct funcs { static bool IsLegacyNativeDupe(ImGuiKey key) { return key < 512 && GetIO().KeyMap[key] != -1; } }; // Hide Native<>ImGuiKey duplicates when both exists in the array
19437
            //Text("Legacy raw:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key++) { if (io.KeysDown[key]) { SameLine(); Text("\"%s\" %d", GetKeyName(key), key); } }
19438
#endif
19439
0
            Text("Keys down:");         for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyDown(key)) continue;     SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); SameLine(); Text("(%.02f)", GetKeyData(key)->DownDuration); }
19440
0
            Text("Keys pressed:");      for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyPressed(key)) continue;  SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19441
0
            Text("Keys released:");     for (ImGuiKey key = ImGuiKey_KeysData_OFFSET; key < ImGuiKey_COUNT; key = (ImGuiKey)(key + 1)) { if (funcs::IsLegacyNativeDupe(key) || !IsKeyReleased(key)) continue; SameLine(); Text(IsNamedKey(key) ? "\"%s\"" : "\"%s\" %d", GetKeyName(key), key); }
19442
0
            Text("Keys mods: %s%s%s%s", io.KeyCtrl ? "CTRL " : "", io.KeyShift ? "SHIFT " : "", io.KeyAlt ? "ALT " : "", io.KeySuper ? "SUPER " : "");
19443
0
            Text("Chars queue:");       for (int i = 0; i < io.InputQueueCharacters.Size; i++) { ImWchar c = io.InputQueueCharacters[i]; SameLine(); Text("\'%c\' (0x%04X)", (c > ' ' && c <= 255) ? (char)c : '?', c); } // FIXME: We should convert 'c' to UTF-8 here but the functions are not public.
19444
0
            DebugRenderKeyboardPreview(GetWindowDrawList());
19445
0
            Unindent();
19446
0
        }
19447
19448
0
        Text("MOUSE STATE");
19449
0
        {
19450
0
            Indent();
19451
0
            if (IsMousePosValid())
19452
0
                Text("Mouse pos: (%g, %g)", io.MousePos.x, io.MousePos.y);
19453
0
            else
19454
0
                Text("Mouse pos: <INVALID>");
19455
0
            Text("Mouse delta: (%g, %g)", io.MouseDelta.x, io.MouseDelta.y);
19456
0
            int count = IM_ARRAYSIZE(io.MouseDown);
19457
0
            Text("Mouse down:");     for (int i = 0; i < count; i++) if (IsMouseDown(i)) { SameLine(); Text("b%d (%.02f secs)", i, io.MouseDownDuration[i]); }
19458
0
            Text("Mouse clicked:");  for (int i = 0; i < count; i++) if (IsMouseClicked(i)) { SameLine(); Text("b%d (%d)", i, io.MouseClickedCount[i]); }
19459
0
            Text("Mouse released:"); for (int i = 0; i < count; i++) if (IsMouseReleased(i)) { SameLine(); Text("b%d", i); }
19460
0
            Text("Mouse wheel: %.1f", io.MouseWheel);
19461
0
            Text("Mouse source: %s", GetMouseSourceName(io.MouseSource));
19462
0
            Text("Pen Pressure: %.1f", io.PenPressure); // Note: currently unused
19463
0
            Unindent();
19464
0
        }
19465
19466
0
        Text("MOUSE WHEELING");
19467
0
        {
19468
0
            Indent();
19469
0
            Text("WheelingWindow: '%s'", g.WheelingWindow ? g.WheelingWindow->Name : "NULL");
19470
0
            Text("WheelingWindowReleaseTimer: %.2f", g.WheelingWindowReleaseTimer);
19471
0
            Text("WheelingAxisAvg[] = { %.3f, %.3f }, Main Axis: %s", g.WheelingAxisAvg.x, g.WheelingAxisAvg.y, (g.WheelingAxisAvg.x > g.WheelingAxisAvg.y) ? "X" : (g.WheelingAxisAvg.x < g.WheelingAxisAvg.y) ? "Y" : "<none>");
19472
0
            Unindent();
19473
0
        }
19474
19475
0
        Text("KEY OWNERS");
19476
0
        {
19477
0
            Indent();
19478
0
            if (BeginListBox("##owners", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19479
0
            {
19480
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19481
0
                {
19482
0
                    ImGuiKeyOwnerData* owner_data = GetKeyOwnerData(&g, key);
19483
0
                    if (owner_data->OwnerCurr == ImGuiKeyOwner_None)
19484
0
                        continue;
19485
0
                    Text("%s: 0x%08X%s", GetKeyName(key), owner_data->OwnerCurr,
19486
0
                        owner_data->LockUntilRelease ? " LockUntilRelease" : owner_data->LockThisFrame ? " LockThisFrame" : "");
19487
0
                    DebugLocateItemOnHover(owner_data->OwnerCurr);
19488
0
                }
19489
0
                EndListBox();
19490
0
            }
19491
0
            Unindent();
19492
0
        }
19493
0
        Text("SHORTCUT ROUTING");
19494
0
        {
19495
0
            Indent();
19496
0
            if (BeginListBox("##routes", ImVec2(-FLT_MIN, GetTextLineHeightWithSpacing() * 6)))
19497
0
            {
19498
0
                for (ImGuiKey key = ImGuiKey_NamedKey_BEGIN; key < ImGuiKey_NamedKey_END; key = (ImGuiKey)(key + 1))
19499
0
                {
19500
0
                    ImGuiKeyRoutingTable* rt = &g.KeysRoutingTable;
19501
0
                    for (ImGuiKeyRoutingIndex idx = rt->Index[key - ImGuiKey_NamedKey_BEGIN]; idx != -1; )
19502
0
                    {
19503
0
                        char key_chord_name[64];
19504
0
                        ImGuiKeyRoutingData* routing_data = &rt->Entries[idx];
19505
0
                        GetKeyChordName(key | routing_data->Mods, key_chord_name, IM_ARRAYSIZE(key_chord_name));
19506
0
                        Text("%s: 0x%08X", key_chord_name, routing_data->RoutingCurr);
19507
0
                        DebugLocateItemOnHover(routing_data->RoutingCurr);
19508
0
                        idx = routing_data->NextEntryIndex;
19509
0
                    }
19510
0
                }
19511
0
                EndListBox();
19512
0
            }
19513
0
            Text("(ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: 0x%X)", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19514
0
            Unindent();
19515
0
        }
19516
0
        TreePop();
19517
0
    }
19518
19519
0
    if (TreeNode("Internal state"))
19520
0
    {
19521
0
        Text("WINDOWING");
19522
0
        Indent();
19523
0
        Text("HoveredWindow: '%s'", g.HoveredWindow ? g.HoveredWindow->Name : "NULL");
19524
0
        Text("HoveredWindow->Root: '%s'", g.HoveredWindow ? g.HoveredWindow->RootWindowDockTree->Name : "NULL");
19525
0
        Text("HoveredWindowUnderMovingWindow: '%s'", g.HoveredWindowUnderMovingWindow ? g.HoveredWindowUnderMovingWindow->Name : "NULL");
19526
0
        Text("HoveredDockNode: 0x%08X", g.DebugHoveredDockNode ? g.DebugHoveredDockNode->ID : 0);
19527
0
        Text("MovingWindow: '%s'", g.MovingWindow ? g.MovingWindow->Name : "NULL");
19528
0
        Text("MouseViewport: 0x%08X (UserHovered 0x%08X, LastHovered 0x%08X)", g.MouseViewport->ID, g.IO.MouseHoveredViewport, g.MouseLastHoveredViewport ? g.MouseLastHoveredViewport->ID : 0);
19529
0
        Unindent();
19530
19531
0
        Text("ITEMS");
19532
0
        Indent();
19533
0
        Text("ActiveId: 0x%08X/0x%08X (%.2f sec), AllowOverlap: %d, Source: %s", g.ActiveId, g.ActiveIdPreviousFrame, g.ActiveIdTimer, g.ActiveIdAllowOverlap, GetInputSourceName(g.ActiveIdSource));
19534
0
        DebugLocateItemOnHover(g.ActiveId);
19535
0
        Text("ActiveIdWindow: '%s'", g.ActiveIdWindow ? g.ActiveIdWindow->Name : "NULL");
19536
0
        Text("ActiveIdUsing: AllKeyboardKeys: %d, NavDirMask: %X", g.ActiveIdUsingAllKeyboardKeys, g.ActiveIdUsingNavDirMask);
19537
0
        Text("HoveredId: 0x%08X (%.2f sec), AllowOverlap: %d", g.HoveredIdPreviousFrame, g.HoveredIdTimer, g.HoveredIdAllowOverlap); // Not displaying g.HoveredId as it is update mid-frame
19538
0
        Text("HoverDelayId: 0x%08X, Timer: %.2f, ClearTimer: %.2f", g.HoverDelayId, g.HoverDelayTimer, g.HoverDelayClearTimer);
19539
0
        Text("DragDrop: %d, SourceId = 0x%08X, Payload \"%s\" (%d bytes)", g.DragDropActive, g.DragDropPayload.SourceId, g.DragDropPayload.DataType, g.DragDropPayload.DataSize);
19540
0
        DebugLocateItemOnHover(g.DragDropPayload.SourceId);
19541
0
        Unindent();
19542
19543
0
        Text("NAV,FOCUS");
19544
0
        Indent();
19545
0
        Text("NavWindow: '%s'", g.NavWindow ? g.NavWindow->Name : "NULL");
19546
0
        Text("NavId: 0x%08X, NavLayer: %d", g.NavId, g.NavLayer);
19547
0
        DebugLocateItemOnHover(g.NavId);
19548
0
        Text("NavInputSource: %s", GetInputSourceName(g.NavInputSource));
19549
0
        Text("NavActive: %d, NavVisible: %d", g.IO.NavActive, g.IO.NavVisible);
19550
0
        Text("NavActivateId/DownId/PressedId: %08X/%08X/%08X", g.NavActivateId, g.NavActivateDownId, g.NavActivatePressedId);
19551
0
        Text("NavActivateFlags: %04X", g.NavActivateFlags);
19552
0
        Text("NavDisableHighlight: %d, NavDisableMouseHover: %d", g.NavDisableHighlight, g.NavDisableMouseHover);
19553
0
        Text("NavFocusScopeId = 0x%08X", g.NavFocusScopeId);
19554
0
        Text("NavWindowingTarget: '%s'", g.NavWindowingTarget ? g.NavWindowingTarget->Name : "NULL");
19555
0
        Unindent();
19556
19557
0
        TreePop();
19558
0
    }
19559
19560
    // Overlay: Display windows Rectangles and Begin Order
19561
0
    if (cfg->ShowWindowsRects || cfg->ShowWindowsBeginOrder)
19562
0
    {
19563
0
        for (int n = 0; n < g.Windows.Size; n++)
19564
0
        {
19565
0
            ImGuiWindow* window = g.Windows[n];
19566
0
            if (!window->WasActive)
19567
0
                continue;
19568
0
            ImDrawList* draw_list = GetForegroundDrawList(window);
19569
0
            if (cfg->ShowWindowsRects)
19570
0
            {
19571
0
                ImRect r = Funcs::GetWindowRect(window, cfg->ShowWindowsRectsType);
19572
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19573
0
            }
19574
0
            if (cfg->ShowWindowsBeginOrder && !(window->Flags & ImGuiWindowFlags_ChildWindow))
19575
0
            {
19576
0
                char buf[32];
19577
0
                ImFormatString(buf, IM_ARRAYSIZE(buf), "%d", window->BeginOrderWithinContext);
19578
0
                float font_size = GetFontSize();
19579
0
                draw_list->AddRectFilled(window->Pos, window->Pos + ImVec2(font_size, font_size), IM_COL32(200, 100, 100, 255));
19580
0
                draw_list->AddText(window->Pos, IM_COL32(255, 255, 255, 255), buf);
19581
0
            }
19582
0
        }
19583
0
    }
19584
19585
    // Overlay: Display Tables Rectangles
19586
0
    if (cfg->ShowTablesRects)
19587
0
    {
19588
0
        for (int table_n = 0; table_n < g.Tables.GetMapSize(); table_n++)
19589
0
        {
19590
0
            ImGuiTable* table = g.Tables.TryGetMapData(table_n);
19591
0
            if (table == NULL || table->LastFrameActive < g.FrameCount - 1)
19592
0
                continue;
19593
0
            ImDrawList* draw_list = GetForegroundDrawList(table->OuterWindow);
19594
0
            if (cfg->ShowTablesRectsType >= TRT_ColumnsRect)
19595
0
            {
19596
0
                for (int column_n = 0; column_n < table->ColumnsCount; column_n++)
19597
0
                {
19598
0
                    ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, column_n);
19599
0
                    ImU32 col = (table->HoveredColumnBody == column_n) ? IM_COL32(255, 255, 128, 255) : IM_COL32(255, 0, 128, 255);
19600
0
                    float thickness = (table->HoveredColumnBody == column_n) ? 3.0f : 1.0f;
19601
0
                    draw_list->AddRect(r.Min, r.Max, col, 0.0f, 0, thickness);
19602
0
                }
19603
0
            }
19604
0
            else
19605
0
            {
19606
0
                ImRect r = Funcs::GetTableRect(table, cfg->ShowTablesRectsType, -1);
19607
0
                draw_list->AddRect(r.Min, r.Max, IM_COL32(255, 0, 128, 255));
19608
0
            }
19609
0
        }
19610
0
    }
19611
19612
0
#ifdef IMGUI_HAS_DOCK
19613
    // Overlay: Display Docking info
19614
0
    if (cfg->ShowDockingNodes && g.IO.KeyCtrl && g.DebugHoveredDockNode)
19615
0
    {
19616
0
        char buf[64] = "";
19617
0
        char* p = buf;
19618
0
        ImGuiDockNode* node = g.DebugHoveredDockNode;
19619
0
        ImDrawList* overlay_draw_list = node->HostWindow ? GetForegroundDrawList(node->HostWindow) : GetForegroundDrawList(GetMainViewport());
19620
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "DockId: %X%s\n", node->ID, node->IsCentralNode() ? " *CentralNode*" : "");
19621
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "WindowClass: %08X\n", node->WindowClass.ClassId);
19622
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "Size: (%.0f, %.0f)\n", node->Size.x, node->Size.y);
19623
0
        p += ImFormatString(p, buf + IM_ARRAYSIZE(buf) - p, "SizeRef: (%.0f, %.0f)\n", node->SizeRef.x, node->SizeRef.y);
19624
0
        int depth = DockNodeGetDepth(node);
19625
0
        overlay_draw_list->AddRect(node->Pos + ImVec2(3, 3) * (float)depth, node->Pos + node->Size - ImVec2(3, 3) * (float)depth, IM_COL32(200, 100, 100, 255));
19626
0
        ImVec2 pos = node->Pos + ImVec2(3, 3) * (float)depth;
19627
0
        overlay_draw_list->AddRectFilled(pos - ImVec2(1, 1), pos + CalcTextSize(buf) + ImVec2(1, 1), IM_COL32(200, 100, 100, 255));
19628
0
        overlay_draw_list->AddText(NULL, 0.0f, pos, IM_COL32(255, 255, 255, 255), buf);
19629
0
    }
19630
0
#endif // #ifdef IMGUI_HAS_DOCK
19631
19632
0
    End();
19633
0
}
19634
19635
// [DEBUG] Display contents of Columns
19636
void ImGui::DebugNodeColumns(ImGuiOldColumns* columns)
19637
0
{
19638
0
    if (!TreeNode((void*)(uintptr_t)columns->ID, "Columns Id: 0x%08X, Count: %d, Flags: 0x%04X", columns->ID, columns->Count, columns->Flags))
19639
0
        return;
19640
0
    BulletText("Width: %.1f (MinX: %.1f, MaxX: %.1f)", columns->OffMaxX - columns->OffMinX, columns->OffMinX, columns->OffMaxX);
19641
0
    for (int column_n = 0; column_n < columns->Columns.Size; column_n++)
19642
0
        BulletText("Column %02d: OffsetNorm %.3f (= %.1f px)", column_n, columns->Columns[column_n].OffsetNorm, GetColumnOffsetFromNorm(columns, columns->Columns[column_n].OffsetNorm));
19643
0
    TreePop();
19644
0
}
19645
19646
static void DebugNodeDockNodeFlags(ImGuiDockNodeFlags* p_flags, const char* label, bool enabled)
19647
0
{
19648
0
    using namespace ImGui;
19649
0
    PushID(label);
19650
0
    PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(0.0f, 0.0f));
19651
0
    Text("%s:", label);
19652
0
    if (!enabled)
19653
0
        BeginDisabled();
19654
0
    CheckboxFlags("NoSplit", p_flags, ImGuiDockNodeFlags_NoSplit);
19655
0
    CheckboxFlags("NoResize", p_flags, ImGuiDockNodeFlags_NoResize);
19656
0
    CheckboxFlags("NoResizeX", p_flags, ImGuiDockNodeFlags_NoResizeX);
19657
0
    CheckboxFlags("NoResizeY",p_flags, ImGuiDockNodeFlags_NoResizeY);
19658
0
    CheckboxFlags("NoTabBar", p_flags, ImGuiDockNodeFlags_NoTabBar);
19659
0
    CheckboxFlags("HiddenTabBar", p_flags, ImGuiDockNodeFlags_HiddenTabBar);
19660
0
    CheckboxFlags("NoWindowMenuButton", p_flags, ImGuiDockNodeFlags_NoWindowMenuButton);
19661
0
    CheckboxFlags("NoCloseButton", p_flags, ImGuiDockNodeFlags_NoCloseButton);
19662
0
    CheckboxFlags("NoDocking", p_flags, ImGuiDockNodeFlags_NoDocking);
19663
0
    CheckboxFlags("NoDockingSplitMe", p_flags, ImGuiDockNodeFlags_NoDockingSplitMe);
19664
0
    CheckboxFlags("NoDockingSplitOther", p_flags, ImGuiDockNodeFlags_NoDockingSplitOther);
19665
0
    CheckboxFlags("NoDockingOverMe", p_flags, ImGuiDockNodeFlags_NoDockingOverMe);
19666
0
    CheckboxFlags("NoDockingOverOther", p_flags, ImGuiDockNodeFlags_NoDockingOverOther);
19667
0
    CheckboxFlags("NoDockingOverEmpty", p_flags, ImGuiDockNodeFlags_NoDockingOverEmpty);
19668
0
    if (!enabled)
19669
0
        EndDisabled();
19670
0
    PopStyleVar();
19671
0
    PopID();
19672
0
}
19673
19674
// [DEBUG] Display contents of ImDockNode
19675
void ImGui::DebugNodeDockNode(ImGuiDockNode* node, const char* label)
19676
0
{
19677
0
    ImGuiContext& g = *GImGui;
19678
0
    const bool is_alive = (g.FrameCount - node->LastFrameAlive < 2);    // Submitted with ImGuiDockNodeFlags_KeepAliveOnly
19679
0
    const bool is_active = (g.FrameCount - node->LastFrameActive < 2);  // Submitted
19680
0
    if (!is_alive) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19681
0
    bool open;
19682
0
    ImGuiTreeNodeFlags tree_node_flags = node->IsFocused ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
19683
0
    if (node->Windows.Size > 0)
19684
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %d windows (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", node->Windows.Size, node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19685
0
    else
19686
0
        open = TreeNodeEx((void*)(intptr_t)node->ID, tree_node_flags, "%s 0x%04X%s: %s (vis: '%s')", label, node->ID, node->IsVisible ? "" : " (hidden)", (node->SplitAxis == ImGuiAxis_X) ? "horizontal split" : (node->SplitAxis == ImGuiAxis_Y) ? "vertical split" : "empty", node->VisibleWindow ? node->VisibleWindow->Name : "NULL");
19687
0
    if (!is_alive) { PopStyleColor(); }
19688
0
    if (is_active && IsItemHovered())
19689
0
        if (ImGuiWindow* window = node->HostWindow ? node->HostWindow : node->VisibleWindow)
19690
0
            GetForegroundDrawList(window)->AddRect(node->Pos, node->Pos + node->Size, IM_COL32(255, 255, 0, 255));
19691
0
    if (open)
19692
0
    {
19693
0
        IM_ASSERT(node->ChildNodes[0] == NULL || node->ChildNodes[0]->ParentNode == node);
19694
0
        IM_ASSERT(node->ChildNodes[1] == NULL || node->ChildNodes[1]->ParentNode == node);
19695
0
        BulletText("Pos (%.0f,%.0f), Size (%.0f, %.0f) Ref (%.0f, %.0f)",
19696
0
            node->Pos.x, node->Pos.y, node->Size.x, node->Size.y, node->SizeRef.x, node->SizeRef.y);
19697
0
        DebugNodeWindow(node->HostWindow, "HostWindow");
19698
0
        DebugNodeWindow(node->VisibleWindow, "VisibleWindow");
19699
0
        BulletText("SelectedTabID: 0x%08X, LastFocusedNodeID: 0x%08X", node->SelectedTabId, node->LastFocusedNodeId);
19700
0
        BulletText("Misc:%s%s%s%s%s%s%s",
19701
0
            node->IsDockSpace() ? " IsDockSpace" : "",
19702
0
            node->IsCentralNode() ? " IsCentralNode" : "",
19703
0
            is_alive ? " IsAlive" : "", is_active ? " IsActive" : "", node->IsFocused ? " IsFocused" : "",
19704
0
            node->WantLockSizeOnce ? " WantLockSizeOnce" : "",
19705
0
            node->HasCentralNodeChild ? " HasCentralNodeChild" : "");
19706
0
        if (TreeNode("flags", "Flags Merged: 0x%04X, Local: 0x%04X, InWindows: 0x%04X, Shared: 0x%04X", node->MergedFlags, node->LocalFlags, node->LocalFlagsInWindows, node->SharedFlags))
19707
0
        {
19708
0
            if (BeginTable("flags", 4))
19709
0
            {
19710
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->MergedFlags, "MergedFlags", false);
19711
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlags, "LocalFlags", true);
19712
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->LocalFlagsInWindows, "LocalFlagsInWindows", false);
19713
0
                TableNextColumn(); DebugNodeDockNodeFlags(&node->SharedFlags, "SharedFlags", true);
19714
0
                EndTable();
19715
0
            }
19716
0
            TreePop();
19717
0
        }
19718
0
        if (node->ParentNode)
19719
0
            DebugNodeDockNode(node->ParentNode, "ParentNode");
19720
0
        if (node->ChildNodes[0])
19721
0
            DebugNodeDockNode(node->ChildNodes[0], "Child[0]");
19722
0
        if (node->ChildNodes[1])
19723
0
            DebugNodeDockNode(node->ChildNodes[1], "Child[1]");
19724
0
        if (node->TabBar)
19725
0
            DebugNodeTabBar(node->TabBar, "TabBar");
19726
0
        DebugNodeWindowsList(&node->Windows, "Windows");
19727
19728
0
        TreePop();
19729
0
    }
19730
0
}
19731
19732
// [DEBUG] Display contents of ImDrawList
19733
// Note that both 'window' and 'viewport' may be NULL here. Viewport is generally null of destroyed popups which previously owned a viewport.
19734
void ImGui::DebugNodeDrawList(ImGuiWindow* window, ImGuiViewportP* viewport, const ImDrawList* draw_list, const char* label)
19735
0
{
19736
0
    ImGuiContext& g = *GImGui;
19737
0
    ImGuiMetricsConfig* cfg = &g.DebugMetricsConfig;
19738
0
    int cmd_count = draw_list->CmdBuffer.Size;
19739
0
    if (cmd_count > 0 && draw_list->CmdBuffer.back().ElemCount == 0 && draw_list->CmdBuffer.back().UserCallback == NULL)
19740
0
        cmd_count--;
19741
0
    bool node_open = TreeNode(draw_list, "%s: '%s' %d vtx, %d indices, %d cmds", label, draw_list->_OwnerName ? draw_list->_OwnerName : "", draw_list->VtxBuffer.Size, draw_list->IdxBuffer.Size, cmd_count);
19742
0
    if (draw_list == GetWindowDrawList())
19743
0
    {
19744
0
        SameLine();
19745
0
        TextColored(ImVec4(1.0f, 0.4f, 0.4f, 1.0f), "CURRENTLY APPENDING"); // Can't display stats for active draw list! (we don't have the data double-buffered)
19746
0
        if (node_open)
19747
0
            TreePop();
19748
0
        return;
19749
0
    }
19750
19751
0
    ImDrawList* fg_draw_list = viewport ? GetForegroundDrawList(viewport) : NULL; // Render additional visuals into the top-most draw list
19752
0
    if (window && IsItemHovered() && fg_draw_list)
19753
0
        fg_draw_list->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
19754
0
    if (!node_open)
19755
0
        return;
19756
19757
0
    if (window && !window->WasActive)
19758
0
        TextDisabled("Warning: owning Window is inactive. This DrawList is not being rendered!");
19759
19760
0
    for (const ImDrawCmd* pcmd = draw_list->CmdBuffer.Data; pcmd < draw_list->CmdBuffer.Data + cmd_count; pcmd++)
19761
0
    {
19762
0
        if (pcmd->UserCallback)
19763
0
        {
19764
0
            BulletText("Callback %p, user_data %p", pcmd->UserCallback, pcmd->UserCallbackData);
19765
0
            continue;
19766
0
        }
19767
19768
0
        char buf[300];
19769
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "DrawCmd:%5d tris, Tex 0x%p, ClipRect (%4.0f,%4.0f)-(%4.0f,%4.0f)",
19770
0
            pcmd->ElemCount / 3, (void*)(intptr_t)pcmd->TextureId,
19771
0
            pcmd->ClipRect.x, pcmd->ClipRect.y, pcmd->ClipRect.z, pcmd->ClipRect.w);
19772
0
        bool pcmd_node_open = TreeNode((void*)(pcmd - draw_list->CmdBuffer.begin()), "%s", buf);
19773
0
        if (IsItemHovered() && (cfg->ShowDrawCmdMesh || cfg->ShowDrawCmdBoundingBoxes) && fg_draw_list)
19774
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, cfg->ShowDrawCmdMesh, cfg->ShowDrawCmdBoundingBoxes);
19775
0
        if (!pcmd_node_open)
19776
0
            continue;
19777
19778
        // Calculate approximate coverage area (touched pixel count)
19779
        // This will be in pixels squared as long there's no post-scaling happening to the renderer output.
19780
0
        const ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL;
19781
0
        const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + pcmd->VtxOffset;
19782
0
        float total_area = 0.0f;
19783
0
        for (unsigned int idx_n = pcmd->IdxOffset; idx_n < pcmd->IdxOffset + pcmd->ElemCount; )
19784
0
        {
19785
0
            ImVec2 triangle[3];
19786
0
            for (int n = 0; n < 3; n++, idx_n++)
19787
0
                triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos;
19788
0
            total_area += ImTriangleArea(triangle[0], triangle[1], triangle[2]);
19789
0
        }
19790
19791
        // Display vertex information summary. Hover to get all triangles drawn in wire-frame
19792
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "Mesh: ElemCount: %d, VtxOffset: +%d, IdxOffset: +%d, Area: ~%0.f px", pcmd->ElemCount, pcmd->VtxOffset, pcmd->IdxOffset, total_area);
19793
0
        Selectable(buf);
19794
0
        if (IsItemHovered() && fg_draw_list)
19795
0
            DebugNodeDrawCmdShowMeshAndBoundingBox(fg_draw_list, draw_list, pcmd, true, false);
19796
19797
        // Display individual triangles/vertices. Hover on to get the corresponding triangle highlighted.
19798
0
        ImGuiListClipper clipper;
19799
0
        clipper.Begin(pcmd->ElemCount / 3); // Manually coarse clip our print out of individual vertices to save CPU, only items that may be visible.
19800
0
        while (clipper.Step())
19801
0
            for (int prim = clipper.DisplayStart, idx_i = pcmd->IdxOffset + clipper.DisplayStart * 3; prim < clipper.DisplayEnd; prim++)
19802
0
            {
19803
0
                char* buf_p = buf, * buf_end = buf + IM_ARRAYSIZE(buf);
19804
0
                ImVec2 triangle[3];
19805
0
                for (int n = 0; n < 3; n++, idx_i++)
19806
0
                {
19807
0
                    const ImDrawVert& v = vtx_buffer[idx_buffer ? idx_buffer[idx_i] : idx_i];
19808
0
                    triangle[n] = v.pos;
19809
0
                    buf_p += ImFormatString(buf_p, buf_end - buf_p, "%s %04d: pos (%8.2f,%8.2f), uv (%.6f,%.6f), col %08X\n",
19810
0
                        (n == 0) ? "Vert:" : "     ", idx_i, v.pos.x, v.pos.y, v.uv.x, v.uv.y, v.col);
19811
0
                }
19812
19813
0
                Selectable(buf, false);
19814
0
                if (fg_draw_list && IsItemHovered())
19815
0
                {
19816
0
                    ImDrawListFlags backup_flags = fg_draw_list->Flags;
19817
0
                    fg_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19818
0
                    fg_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f);
19819
0
                    fg_draw_list->Flags = backup_flags;
19820
0
                }
19821
0
            }
19822
0
        TreePop();
19823
0
    }
19824
0
    TreePop();
19825
0
}
19826
19827
// [DEBUG] Display mesh/aabb of a ImDrawCmd
19828
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList* out_draw_list, const ImDrawList* draw_list, const ImDrawCmd* draw_cmd, bool show_mesh, bool show_aabb)
19829
0
{
19830
0
    IM_ASSERT(show_mesh || show_aabb);
19831
19832
    // Draw wire-frame version of all triangles
19833
0
    ImRect clip_rect = draw_cmd->ClipRect;
19834
0
    ImRect vtxs_rect(FLT_MAX, FLT_MAX, -FLT_MAX, -FLT_MAX);
19835
0
    ImDrawListFlags backup_flags = out_draw_list->Flags;
19836
0
    out_draw_list->Flags &= ~ImDrawListFlags_AntiAliasedLines; // Disable AA on triangle outlines is more readable for very large and thin triangles.
19837
0
    for (unsigned int idx_n = draw_cmd->IdxOffset, idx_end = draw_cmd->IdxOffset + draw_cmd->ElemCount; idx_n < idx_end; )
19838
0
    {
19839
0
        ImDrawIdx* idx_buffer = (draw_list->IdxBuffer.Size > 0) ? draw_list->IdxBuffer.Data : NULL; // We don't hold on those pointers past iterations as ->AddPolyline() may invalidate them if out_draw_list==draw_list
19840
0
        ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data + draw_cmd->VtxOffset;
19841
19842
0
        ImVec2 triangle[3];
19843
0
        for (int n = 0; n < 3; n++, idx_n++)
19844
0
            vtxs_rect.Add((triangle[n] = vtx_buffer[idx_buffer ? idx_buffer[idx_n] : idx_n].pos));
19845
0
        if (show_mesh)
19846
0
            out_draw_list->AddPolyline(triangle, 3, IM_COL32(255, 255, 0, 255), ImDrawFlags_Closed, 1.0f); // In yellow: mesh triangles
19847
0
    }
19848
    // Draw bounding boxes
19849
0
    if (show_aabb)
19850
0
    {
19851
0
        out_draw_list->AddRect(ImFloor(clip_rect.Min), ImFloor(clip_rect.Max), IM_COL32(255, 0, 255, 255)); // In pink: clipping rectangle submitted to GPU
19852
0
        out_draw_list->AddRect(ImFloor(vtxs_rect.Min), ImFloor(vtxs_rect.Max), IM_COL32(0, 255, 255, 255)); // In cyan: bounding box of triangles
19853
0
    }
19854
0
    out_draw_list->Flags = backup_flags;
19855
0
}
19856
19857
// [DEBUG] Display details for a single font, called by ShowStyleEditor().
19858
void ImGui::DebugNodeFont(ImFont* font)
19859
0
{
19860
0
    bool opened = TreeNode(font, "Font: \"%s\"\n%.2f px, %d glyphs, %d file(s)",
19861
0
        font->ConfigData ? font->ConfigData[0].Name : "", font->FontSize, font->Glyphs.Size, font->ConfigDataCount);
19862
0
    SameLine();
19863
0
    if (SmallButton("Set as default"))
19864
0
        GetIO().FontDefault = font;
19865
0
    if (!opened)
19866
0
        return;
19867
19868
    // Display preview text
19869
0
    PushFont(font);
19870
0
    Text("The quick brown fox jumps over the lazy dog");
19871
0
    PopFont();
19872
19873
    // Display details
19874
0
    SetNextItemWidth(GetFontSize() * 8);
19875
0
    DragFloat("Font scale", &font->Scale, 0.005f, 0.3f, 2.0f, "%.1f");
19876
0
    SameLine(); MetricsHelpMarker(
19877
0
        "Note than the default embedded font is NOT meant to be scaled.\n\n"
19878
0
        "Font are currently rendered into bitmaps at a given size at the time of building the atlas. "
19879
0
        "You may oversample them to get some flexibility with scaling. "
19880
0
        "You can also render at multiple sizes and select which one to use at runtime.\n\n"
19881
0
        "(Glimmer of hope: the atlas system will be rewritten in the future to make scaling more flexible.)");
19882
0
    Text("Ascent: %f, Descent: %f, Height: %f", font->Ascent, font->Descent, font->Ascent - font->Descent);
19883
0
    char c_str[5];
19884
0
    Text("Fallback character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->FallbackChar), font->FallbackChar);
19885
0
    Text("Ellipsis character: '%s' (U+%04X)", ImTextCharToUtf8(c_str, font->EllipsisChar), font->EllipsisChar);
19886
0
    const int surface_sqrt = (int)ImSqrt((float)font->MetricsTotalSurface);
19887
0
    Text("Texture Area: about %d px ~%dx%d px", font->MetricsTotalSurface, surface_sqrt, surface_sqrt);
19888
0
    for (int config_i = 0; config_i < font->ConfigDataCount; config_i++)
19889
0
        if (font->ConfigData)
19890
0
            if (const ImFontConfig* cfg = &font->ConfigData[config_i])
19891
0
                BulletText("Input %d: \'%s\', Oversample: (%d,%d), PixelSnapH: %d, Offset: (%.1f,%.1f)",
19892
0
                    config_i, cfg->Name, cfg->OversampleH, cfg->OversampleV, cfg->PixelSnapH, cfg->GlyphOffset.x, cfg->GlyphOffset.y);
19893
19894
    // Display all glyphs of the fonts in separate pages of 256 characters
19895
0
    if (TreeNode("Glyphs", "Glyphs (%d)", font->Glyphs.Size))
19896
0
    {
19897
0
        ImDrawList* draw_list = GetWindowDrawList();
19898
0
        const ImU32 glyph_col = GetColorU32(ImGuiCol_Text);
19899
0
        const float cell_size = font->FontSize * 1;
19900
0
        const float cell_spacing = GetStyle().ItemSpacing.y;
19901
0
        for (unsigned int base = 0; base <= IM_UNICODE_CODEPOINT_MAX; base += 256)
19902
0
        {
19903
            // Skip ahead if a large bunch of glyphs are not present in the font (test in chunks of 4k)
19904
            // This is only a small optimization to reduce the number of iterations when IM_UNICODE_MAX_CODEPOINT
19905
            // is large // (if ImWchar==ImWchar32 we will do at least about 272 queries here)
19906
0
            if (!(base & 4095) && font->IsGlyphRangeUnused(base, base + 4095))
19907
0
            {
19908
0
                base += 4096 - 256;
19909
0
                continue;
19910
0
            }
19911
19912
0
            int count = 0;
19913
0
            for (unsigned int n = 0; n < 256; n++)
19914
0
                if (font->FindGlyphNoFallback((ImWchar)(base + n)))
19915
0
                    count++;
19916
0
            if (count <= 0)
19917
0
                continue;
19918
0
            if (!TreeNode((void*)(intptr_t)base, "U+%04X..U+%04X (%d %s)", base, base + 255, count, count > 1 ? "glyphs" : "glyph"))
19919
0
                continue;
19920
19921
            // Draw a 16x16 grid of glyphs
19922
0
            ImVec2 base_pos = GetCursorScreenPos();
19923
0
            for (unsigned int n = 0; n < 256; n++)
19924
0
            {
19925
                // We use ImFont::RenderChar as a shortcut because we don't have UTF-8 conversion functions
19926
                // available here and thus cannot easily generate a zero-terminated UTF-8 encoded string.
19927
0
                ImVec2 cell_p1(base_pos.x + (n % 16) * (cell_size + cell_spacing), base_pos.y + (n / 16) * (cell_size + cell_spacing));
19928
0
                ImVec2 cell_p2(cell_p1.x + cell_size, cell_p1.y + cell_size);
19929
0
                const ImFontGlyph* glyph = font->FindGlyphNoFallback((ImWchar)(base + n));
19930
0
                draw_list->AddRect(cell_p1, cell_p2, glyph ? IM_COL32(255, 255, 255, 100) : IM_COL32(255, 255, 255, 50));
19931
0
                if (!glyph)
19932
0
                    continue;
19933
0
                font->RenderChar(draw_list, cell_size, cell_p1, glyph_col, (ImWchar)(base + n));
19934
0
                if (IsMouseHoveringRect(cell_p1, cell_p2) && BeginTooltip())
19935
0
                {
19936
0
                    DebugNodeFontGlyph(font, glyph);
19937
0
                    EndTooltip();
19938
0
                }
19939
0
            }
19940
0
            Dummy(ImVec2((cell_size + cell_spacing) * 16, (cell_size + cell_spacing) * 16));
19941
0
            TreePop();
19942
0
        }
19943
0
        TreePop();
19944
0
    }
19945
0
    TreePop();
19946
0
}
19947
19948
void ImGui::DebugNodeFontGlyph(ImFont*, const ImFontGlyph* glyph)
19949
0
{
19950
0
    Text("Codepoint: U+%04X", glyph->Codepoint);
19951
0
    Separator();
19952
0
    Text("Visible: %d", glyph->Visible);
19953
0
    Text("AdvanceX: %.1f", glyph->AdvanceX);
19954
0
    Text("Pos: (%.2f,%.2f)->(%.2f,%.2f)", glyph->X0, glyph->Y0, glyph->X1, glyph->Y1);
19955
0
    Text("UV: (%.3f,%.3f)->(%.3f,%.3f)", glyph->U0, glyph->V0, glyph->U1, glyph->V1);
19956
0
}
19957
19958
// [DEBUG] Display contents of ImGuiStorage
19959
void ImGui::DebugNodeStorage(ImGuiStorage* storage, const char* label)
19960
0
{
19961
0
    if (!TreeNode(label, "%s: %d entries, %d bytes", label, storage->Data.Size, storage->Data.size_in_bytes()))
19962
0
        return;
19963
0
    for (int n = 0; n < storage->Data.Size; n++)
19964
0
    {
19965
0
        const ImGuiStorage::ImGuiStoragePair& p = storage->Data[n];
19966
0
        BulletText("Key 0x%08X Value { i: %d }", p.key, p.val_i); // Important: we currently don't store a type, real value may not be integer.
19967
0
    }
19968
0
    TreePop();
19969
0
}
19970
19971
// [DEBUG] Display contents of ImGuiTabBar
19972
void ImGui::DebugNodeTabBar(ImGuiTabBar* tab_bar, const char* label)
19973
0
{
19974
    // Standalone tab bars (not associated to docking/windows functionality) currently hold no discernible strings.
19975
0
    char buf[256];
19976
0
    char* p = buf;
19977
0
    const char* buf_end = buf + IM_ARRAYSIZE(buf);
19978
0
    const bool is_active = (tab_bar->PrevFrameVisible >= GetFrameCount() - 2);
19979
0
    p += ImFormatString(p, buf_end - p, "%s 0x%08X (%d tabs)%s", label, tab_bar->ID, tab_bar->Tabs.Size, is_active ? "" : " *Inactive*");
19980
0
    p += ImFormatString(p, buf_end - p, "  { ");
19981
0
    for (int tab_n = 0; tab_n < ImMin(tab_bar->Tabs.Size, 3); tab_n++)
19982
0
    {
19983
0
        ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
19984
0
        p += ImFormatString(p, buf_end - p, "%s'%s'", tab_n > 0 ? ", " : "", TabBarGetTabName(tab_bar, tab));
19985
0
    }
19986
0
    p += ImFormatString(p, buf_end - p, (tab_bar->Tabs.Size > 3) ? " ... }" : " } ");
19987
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
19988
0
    bool open = TreeNode(label, "%s", buf);
19989
0
    if (!is_active) { PopStyleColor(); }
19990
0
    if (is_active && IsItemHovered())
19991
0
    {
19992
0
        ImDrawList* draw_list = GetForegroundDrawList();
19993
0
        draw_list->AddRect(tab_bar->BarRect.Min, tab_bar->BarRect.Max, IM_COL32(255, 255, 0, 255));
19994
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMinX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19995
0
        draw_list->AddLine(ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Min.y), ImVec2(tab_bar->ScrollingRectMaxX, tab_bar->BarRect.Max.y), IM_COL32(0, 255, 0, 255));
19996
0
    }
19997
0
    if (open)
19998
0
    {
19999
0
        for (int tab_n = 0; tab_n < tab_bar->Tabs.Size; tab_n++)
20000
0
        {
20001
0
            ImGuiTabItem* tab = &tab_bar->Tabs[tab_n];
20002
0
            PushID(tab);
20003
0
            if (SmallButton("<")) { TabBarQueueReorder(tab_bar, tab, -1); } SameLine(0, 2);
20004
0
            if (SmallButton(">")) { TabBarQueueReorder(tab_bar, tab, +1); } SameLine();
20005
0
            Text("%02d%c Tab 0x%08X '%s' Offset: %.2f, Width: %.2f/%.2f",
20006
0
                tab_n, (tab->ID == tab_bar->SelectedTabId) ? '*' : ' ', tab->ID, TabBarGetTabName(tab_bar, tab), tab->Offset, tab->Width, tab->ContentWidth);
20007
0
            PopID();
20008
0
        }
20009
0
        TreePop();
20010
0
    }
20011
0
}
20012
20013
void ImGui::DebugNodeViewport(ImGuiViewportP* viewport)
20014
0
{
20015
0
    SetNextItemOpen(true, ImGuiCond_Once);
20016
0
    if (TreeNode((void*)(intptr_t)viewport->ID, "Viewport #%d, ID: 0x%08X, Parent: 0x%08X, Window: \"%s\"", viewport->Idx, viewport->ID, viewport->ParentViewportId, viewport->Window ? viewport->Window->Name : "N/A"))
20017
0
    {
20018
0
        ImGuiWindowFlags flags = viewport->Flags;
20019
0
        BulletText("Main Pos: (%.0f,%.0f), Size: (%.0f,%.0f)\nWorkArea Offset Left: %.0f Top: %.0f, Right: %.0f, Bottom: %.0f\nMonitor: %d, DpiScale: %.0f%%",
20020
0
            viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y,
20021
0
            viewport->WorkOffsetMin.x, viewport->WorkOffsetMin.y, viewport->WorkOffsetMax.x, viewport->WorkOffsetMax.y,
20022
0
            viewport->PlatformMonitor, viewport->DpiScale * 100.0f);
20023
0
        if (viewport->Idx > 0) { SameLine(); if (SmallButton("Reset Pos")) { viewport->Pos = ImVec2(200, 200); viewport->UpdateWorkRect(); if (viewport->Window) viewport->Window->Pos = viewport->Pos; } }
20024
0
        BulletText("Flags: 0x%04X =%s%s%s%s%s%s%s%s%s%s%s%s%s", viewport->Flags,
20025
            //(flags & ImGuiViewportFlags_IsPlatformWindow) ? " IsPlatformWindow" : "", // Omitting because it is the standard
20026
0
            (flags & ImGuiViewportFlags_IsPlatformMonitor) ? " IsPlatformMonitor" : "",
20027
0
            (flags & ImGuiViewportFlags_IsMinimized) ? " IsMinimized" : "",
20028
0
            (flags & ImGuiViewportFlags_IsFocused) ? " IsFocused" : "",
20029
0
            (flags & ImGuiViewportFlags_OwnedByApp) ? " OwnedByApp" : "",
20030
0
            (flags & ImGuiViewportFlags_NoDecoration) ? " NoDecoration" : "",
20031
0
            (flags & ImGuiViewportFlags_NoTaskBarIcon) ? " NoTaskBarIcon" : "",
20032
0
            (flags & ImGuiViewportFlags_NoFocusOnAppearing) ? " NoFocusOnAppearing" : "",
20033
0
            (flags & ImGuiViewportFlags_NoFocusOnClick) ? " NoFocusOnClick" : "",
20034
0
            (flags & ImGuiViewportFlags_NoInputs) ? " NoInputs" : "",
20035
0
            (flags & ImGuiViewportFlags_NoRendererClear) ? " NoRendererClear" : "",
20036
0
            (flags & ImGuiViewportFlags_NoAutoMerge) ? " NoAutoMerge" : "",
20037
0
            (flags & ImGuiViewportFlags_TopMost) ? " TopMost" : "",
20038
0
            (flags & ImGuiViewportFlags_CanHostOtherWindows) ? " CanHostOtherWindows" : "");
20039
0
        for (int layer_i = 0; layer_i < IM_ARRAYSIZE(viewport->DrawDataBuilder.Layers); layer_i++)
20040
0
            for (int draw_list_i = 0; draw_list_i < viewport->DrawDataBuilder.Layers[layer_i].Size; draw_list_i++)
20041
0
                DebugNodeDrawList(NULL, viewport, viewport->DrawDataBuilder.Layers[layer_i][draw_list_i], "DrawList");
20042
0
        TreePop();
20043
0
    }
20044
0
}
20045
20046
void ImGui::DebugNodeWindow(ImGuiWindow* window, const char* label)
20047
0
{
20048
0
    if (window == NULL)
20049
0
    {
20050
0
        BulletText("%s: NULL", label);
20051
0
        return;
20052
0
    }
20053
20054
0
    ImGuiContext& g = *GImGui;
20055
0
    const bool is_active = window->WasActive;
20056
0
    ImGuiTreeNodeFlags tree_node_flags = (window == g.NavWindow) ? ImGuiTreeNodeFlags_Selected : ImGuiTreeNodeFlags_None;
20057
0
    if (!is_active) { PushStyleColor(ImGuiCol_Text, GetStyleColorVec4(ImGuiCol_TextDisabled)); }
20058
0
    const bool open = TreeNodeEx(label, tree_node_flags, "%s '%s'%s", label, window->Name, is_active ? "" : " *Inactive*");
20059
0
    if (!is_active) { PopStyleColor(); }
20060
0
    if (IsItemHovered() && is_active)
20061
0
        GetForegroundDrawList(window)->AddRect(window->Pos, window->Pos + window->Size, IM_COL32(255, 255, 0, 255));
20062
0
    if (!open)
20063
0
        return;
20064
20065
0
    if (window->MemoryCompacted)
20066
0
        TextDisabled("Note: some memory buffers have been compacted/freed.");
20067
20068
0
    ImGuiWindowFlags flags = window->Flags;
20069
0
    DebugNodeDrawList(window, window->Viewport, window->DrawList, "DrawList");
20070
0
    BulletText("Pos: (%.1f,%.1f), Size: (%.1f,%.1f), ContentSize (%.1f,%.1f) Ideal (%.1f,%.1f)", window->Pos.x, window->Pos.y, window->Size.x, window->Size.y, window->ContentSize.x, window->ContentSize.y, window->ContentSizeIdeal.x, window->ContentSizeIdeal.y);
20071
0
    BulletText("Flags: 0x%08X (%s%s%s%s%s%s%s%s%s..)", flags,
20072
0
        (flags & ImGuiWindowFlags_ChildWindow)  ? "Child " : "",      (flags & ImGuiWindowFlags_Tooltip)     ? "Tooltip "   : "",  (flags & ImGuiWindowFlags_Popup) ? "Popup " : "",
20073
0
        (flags & ImGuiWindowFlags_Modal)        ? "Modal " : "",      (flags & ImGuiWindowFlags_ChildMenu)   ? "ChildMenu " : "",  (flags & ImGuiWindowFlags_NoSavedSettings) ? "NoSavedSettings " : "",
20074
0
        (flags & ImGuiWindowFlags_NoMouseInputs)? "NoMouseInputs":"", (flags & ImGuiWindowFlags_NoNavInputs) ? "NoNavInputs" : "", (flags & ImGuiWindowFlags_AlwaysAutoResize) ? "AlwaysAutoResize" : "");
20075
0
    BulletText("WindowClassId: 0x%08X", window->WindowClass.ClassId);
20076
0
    BulletText("Scroll: (%.2f/%.2f,%.2f/%.2f) Scrollbar:%s%s", window->Scroll.x, window->ScrollMax.x, window->Scroll.y, window->ScrollMax.y, window->ScrollbarX ? "X" : "", window->ScrollbarY ? "Y" : "");
20077
0
    BulletText("Active: %d/%d, WriteAccessed: %d, BeginOrderWithinContext: %d", window->Active, window->WasActive, window->WriteAccessed, (window->Active || window->WasActive) ? window->BeginOrderWithinContext : -1);
20078
0
    BulletText("Appearing: %d, Hidden: %d (CanSkip %d Cannot %d), SkipItems: %d", window->Appearing, window->Hidden, window->HiddenFramesCanSkipItems, window->HiddenFramesCannotSkipItems, window->SkipItems);
20079
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20080
0
    {
20081
0
        ImRect r = window->NavRectRel[layer];
20082
0
        if (r.Min.x >= r.Max.y && r.Min.y >= r.Max.y)
20083
0
            BulletText("NavLastIds[%d]: 0x%08X", layer, window->NavLastIds[layer]);
20084
0
        else
20085
0
            BulletText("NavLastIds[%d]: 0x%08X at +(%.1f,%.1f)(%.1f,%.1f)", layer, window->NavLastIds[layer], r.Min.x, r.Min.y, r.Max.x, r.Max.y);
20086
0
        DebugLocateItemOnHover(window->NavLastIds[layer]);
20087
0
    }
20088
0
    const ImVec2* pr = window->NavPreferredScoringPosRel;
20089
0
    for (int layer = 0; layer < ImGuiNavLayer_COUNT; layer++)
20090
0
        BulletText("NavPreferredScoringPosRel[%d] = {%.1f,%.1f)", layer, (pr[layer].x == FLT_MAX ? -99999.0f : pr[layer].x), (pr[layer].y == FLT_MAX ? -99999.0f : pr[layer].y)); // Display as 99999.0f so it looks neater.
20091
0
    BulletText("NavLayersActiveMask: %X, NavLastChildNavWindow: %s", window->DC.NavLayersActiveMask, window->NavLastChildNavWindow ? window->NavLastChildNavWindow->Name : "NULL");
20092
20093
0
    BulletText("Viewport: %d%s, ViewportId: 0x%08X, ViewportPos: (%.1f,%.1f)", window->Viewport ? window->Viewport->Idx : -1, window->ViewportOwned ? " (Owned)" : "", window->ViewportId, window->ViewportPos.x, window->ViewportPos.y);
20094
0
    BulletText("ViewportMonitor: %d", window->Viewport ? window->Viewport->PlatformMonitor : -1);
20095
0
    BulletText("DockId: 0x%04X, DockOrder: %d, Act: %d, Vis: %d", window->DockId, window->DockOrder, window->DockIsActive, window->DockTabIsVisible);
20096
0
    if (window->DockNode || window->DockNodeAsHost)
20097
0
        DebugNodeDockNode(window->DockNodeAsHost ? window->DockNodeAsHost : window->DockNode, window->DockNodeAsHost ? "DockNodeAsHost" : "DockNode");
20098
20099
0
    if (window->RootWindow != window)       { DebugNodeWindow(window->RootWindow, "RootWindow"); }
20100
0
    if (window->RootWindowDockTree != window->RootWindow) { DebugNodeWindow(window->RootWindowDockTree, "RootWindowDockTree"); }
20101
0
    if (window->ParentWindow != NULL)       { DebugNodeWindow(window->ParentWindow, "ParentWindow"); }
20102
0
    if (window->DC.ChildWindows.Size > 0)   { DebugNodeWindowsList(&window->DC.ChildWindows, "ChildWindows"); }
20103
0
    if (window->ColumnsStorage.Size > 0 && TreeNode("Columns", "Columns sets (%d)", window->ColumnsStorage.Size))
20104
0
    {
20105
0
        for (int n = 0; n < window->ColumnsStorage.Size; n++)
20106
0
            DebugNodeColumns(&window->ColumnsStorage[n]);
20107
0
        TreePop();
20108
0
    }
20109
0
    DebugNodeStorage(&window->StateStorage, "Storage");
20110
0
    TreePop();
20111
0
}
20112
20113
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings* settings)
20114
0
{
20115
0
    if (settings->WantDelete)
20116
0
        BeginDisabled();
20117
0
    Text("0x%08X \"%s\" Pos (%d,%d) Size (%d,%d) Collapsed=%d",
20118
0
        settings->ID, settings->GetName(), settings->Pos.x, settings->Pos.y, settings->Size.x, settings->Size.y, settings->Collapsed);
20119
0
    if (settings->WantDelete)
20120
0
        EndDisabled();
20121
0
}
20122
20123
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>* windows, const char* label)
20124
0
{
20125
0
    if (!TreeNode(label, "%s (%d)", label, windows->Size))
20126
0
        return;
20127
0
    for (int i = windows->Size - 1; i >= 0; i--) // Iterate front to back
20128
0
    {
20129
0
        PushID((*windows)[i]);
20130
0
        DebugNodeWindow((*windows)[i], "Window");
20131
0
        PopID();
20132
0
    }
20133
0
    TreePop();
20134
0
}
20135
20136
// FIXME-OPT: This is technically suboptimal, but it is simpler this way.
20137
void ImGui::DebugNodeWindowsListByBeginStackParent(ImGuiWindow** windows, int windows_size, ImGuiWindow* parent_in_begin_stack)
20138
0
{
20139
0
    for (int i = 0; i < windows_size; i++)
20140
0
    {
20141
0
        ImGuiWindow* window = windows[i];
20142
0
        if (window->ParentWindowInBeginStack != parent_in_begin_stack)
20143
0
            continue;
20144
0
        char buf[20];
20145
0
        ImFormatString(buf, IM_ARRAYSIZE(buf), "[%04d] Window", window->BeginOrderWithinContext);
20146
        //BulletText("[%04d] Window '%s'", window->BeginOrderWithinContext, window->Name);
20147
0
        DebugNodeWindow(window, buf);
20148
0
        Indent();
20149
0
        DebugNodeWindowsListByBeginStackParent(windows + i + 1, windows_size - i - 1, window);
20150
0
        Unindent();
20151
0
    }
20152
0
}
20153
20154
//-----------------------------------------------------------------------------
20155
// [SECTION] DEBUG LOG WINDOW
20156
//-----------------------------------------------------------------------------
20157
20158
void ImGui::DebugLog(const char* fmt, ...)
20159
0
{
20160
0
    va_list args;
20161
0
    va_start(args, fmt);
20162
0
    DebugLogV(fmt, args);
20163
0
    va_end(args);
20164
0
}
20165
20166
void ImGui::DebugLogV(const char* fmt, va_list args)
20167
0
{
20168
0
    ImGuiContext& g = *GImGui;
20169
0
    const int old_size = g.DebugLogBuf.size();
20170
0
    g.DebugLogBuf.appendf("[%05d] ", g.FrameCount);
20171
0
    g.DebugLogBuf.appendfv(fmt, args);
20172
0
    if (g.DebugLogFlags & ImGuiDebugLogFlags_OutputToTTY)
20173
0
        IMGUI_DEBUG_PRINTF("%s", g.DebugLogBuf.begin() + old_size);
20174
0
    g.DebugLogIndex.append(g.DebugLogBuf.c_str(), old_size, g.DebugLogBuf.size());
20175
0
}
20176
20177
void ImGui::ShowDebugLogWindow(bool* p_open)
20178
0
{
20179
0
    ImGuiContext& g = *GImGui;
20180
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20181
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 12.0f), ImGuiCond_FirstUseEver);
20182
0
    if (!Begin("Dear ImGui Debug Log", p_open) || GetCurrentWindow()->BeginCount > 1)
20183
0
    {
20184
0
        End();
20185
0
        return;
20186
0
    }
20187
20188
0
    CheckboxFlags("All", &g.DebugLogFlags, ImGuiDebugLogFlags_EventMask_);
20189
0
    SameLine(); CheckboxFlags("ActiveId", &g.DebugLogFlags, ImGuiDebugLogFlags_EventActiveId);
20190
0
    SameLine(); CheckboxFlags("Focus", &g.DebugLogFlags, ImGuiDebugLogFlags_EventFocus);
20191
0
    SameLine(); CheckboxFlags("Popup", &g.DebugLogFlags, ImGuiDebugLogFlags_EventPopup);
20192
0
    SameLine(); CheckboxFlags("Nav", &g.DebugLogFlags, ImGuiDebugLogFlags_EventNav);
20193
0
    SameLine(); if (CheckboxFlags("Clipper", &g.DebugLogFlags, ImGuiDebugLogFlags_EventClipper)) { g.DebugLogClipperAutoDisableFrames = 2; } if (IsItemHovered()) SetTooltip("Clipper log auto-disabled after 2 frames");
20194
    //SameLine(); CheckboxFlags("Selection", &g.DebugLogFlags, ImGuiDebugLogFlags_EventSelection);
20195
0
    SameLine(); CheckboxFlags("IO", &g.DebugLogFlags, ImGuiDebugLogFlags_EventIO);
20196
0
    SameLine(); CheckboxFlags("Docking", &g.DebugLogFlags, ImGuiDebugLogFlags_EventDocking);
20197
0
    SameLine(); CheckboxFlags("Viewport", &g.DebugLogFlags, ImGuiDebugLogFlags_EventViewport);
20198
20199
0
    if (SmallButton("Clear"))
20200
0
    {
20201
0
        g.DebugLogBuf.clear();
20202
0
        g.DebugLogIndex.clear();
20203
0
    }
20204
0
    SameLine();
20205
0
    if (SmallButton("Copy"))
20206
0
        SetClipboardText(g.DebugLogBuf.c_str());
20207
0
    BeginChild("##log", ImVec2(0.0f, 0.0f), true, ImGuiWindowFlags_AlwaysVerticalScrollbar | ImGuiWindowFlags_AlwaysHorizontalScrollbar);
20208
20209
0
    ImGuiListClipper clipper;
20210
0
    clipper.Begin(g.DebugLogIndex.size());
20211
0
    while (clipper.Step())
20212
0
        for (int line_no = clipper.DisplayStart; line_no < clipper.DisplayEnd; line_no++)
20213
0
        {
20214
0
            const char* line_begin = g.DebugLogIndex.get_line_begin(g.DebugLogBuf.c_str(), line_no);
20215
0
            const char* line_end = g.DebugLogIndex.get_line_end(g.DebugLogBuf.c_str(), line_no);
20216
0
            TextUnformatted(line_begin, line_end);
20217
0
            ImRect text_rect = g.LastItemData.Rect;
20218
0
            if (IsItemHovered())
20219
0
                for (const char* p = line_begin; p <= line_end - 10; p++)
20220
0
                {
20221
0
                    ImGuiID id = 0;
20222
0
                    if (p[0] != '0' || (p[1] != 'x' && p[1] != 'X') || sscanf(p + 2, "%X", &id) != 1)
20223
0
                        continue;
20224
0
                    ImVec2 p0 = CalcTextSize(line_begin, p);
20225
0
                    ImVec2 p1 = CalcTextSize(p, p + 10);
20226
0
                    g.LastItemData.Rect = ImRect(text_rect.Min + ImVec2(p0.x, 0.0f), text_rect.Min + ImVec2(p0.x + p1.x, p1.y));
20227
0
                    if (IsMouseHoveringRect(g.LastItemData.Rect.Min, g.LastItemData.Rect.Max, true))
20228
0
                        DebugLocateItemOnHover(id);
20229
0
                    p += 10;
20230
0
                }
20231
0
        }
20232
0
    if (GetScrollY() >= GetScrollMaxY())
20233
0
        SetScrollHereY(1.0f);
20234
0
    EndChild();
20235
20236
0
    End();
20237
0
}
20238
20239
//-----------------------------------------------------------------------------
20240
// [SECTION] OTHER DEBUG TOOLS (ITEM PICKER, STACK TOOL)
20241
//-----------------------------------------------------------------------------
20242
20243
static const ImU32 DEBUG_LOCATE_ITEM_COLOR = IM_COL32(0, 255, 0, 255);  // Green
20244
20245
void ImGui::DebugLocateItem(ImGuiID target_id)
20246
0
{
20247
0
    ImGuiContext& g = *GImGui;
20248
0
    g.DebugLocateId = target_id;
20249
0
    g.DebugLocateFrames = 2;
20250
0
}
20251
20252
void ImGui::DebugLocateItemOnHover(ImGuiID target_id)
20253
0
{
20254
0
    if (target_id == 0 || !IsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem | ImGuiHoveredFlags_AllowWhenBlockedByPopup))
20255
0
        return;
20256
0
    ImGuiContext& g = *GImGui;
20257
0
    DebugLocateItem(target_id);
20258
0
    GetForegroundDrawList(g.CurrentWindow)->AddRect(g.LastItemData.Rect.Min - ImVec2(3.0f, 3.0f), g.LastItemData.Rect.Max + ImVec2(3.0f, 3.0f), DEBUG_LOCATE_ITEM_COLOR);
20259
0
}
20260
20261
void ImGui::DebugLocateItemResolveWithLastItem()
20262
0
{
20263
0
    ImGuiContext& g = *GImGui;
20264
0
    ImGuiLastItemData item_data = g.LastItemData;
20265
0
    g.DebugLocateId = 0;
20266
0
    ImDrawList* draw_list = GetForegroundDrawList(g.CurrentWindow);
20267
0
    ImRect r = item_data.Rect;
20268
0
    r.Expand(3.0f);
20269
0
    ImVec2 p1 = g.IO.MousePos;
20270
0
    ImVec2 p2 = ImVec2((p1.x < r.Min.x) ? r.Min.x : (p1.x > r.Max.x) ? r.Max.x : p1.x, (p1.y < r.Min.y) ? r.Min.y : (p1.y > r.Max.y) ? r.Max.y : p1.y);
20271
0
    draw_list->AddRect(r.Min, r.Max, DEBUG_LOCATE_ITEM_COLOR);
20272
0
    draw_list->AddLine(p1, p2, DEBUG_LOCATE_ITEM_COLOR);
20273
0
}
20274
20275
// [DEBUG] Item picker tool - start with DebugStartItemPicker() - useful to visually select an item and break into its call-stack.
20276
void ImGui::UpdateDebugToolItemPicker()
20277
0
{
20278
0
    ImGuiContext& g = *GImGui;
20279
0
    g.DebugItemPickerBreakId = 0;
20280
0
    if (!g.DebugItemPickerActive)
20281
0
        return;
20282
20283
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20284
0
    SetMouseCursor(ImGuiMouseCursor_Hand);
20285
0
    if (IsKeyPressed(ImGuiKey_Escape))
20286
0
        g.DebugItemPickerActive = false;
20287
0
    const bool change_mapping = g.IO.KeyMods == (ImGuiMod_Ctrl | ImGuiMod_Shift);
20288
0
    if (!change_mapping && IsMouseClicked(g.DebugItemPickerMouseButton) && hovered_id)
20289
0
    {
20290
0
        g.DebugItemPickerBreakId = hovered_id;
20291
0
        g.DebugItemPickerActive = false;
20292
0
    }
20293
0
    for (int mouse_button = 0; mouse_button < 3; mouse_button++)
20294
0
        if (change_mapping && IsMouseClicked(mouse_button))
20295
0
            g.DebugItemPickerMouseButton = (ImU8)mouse_button;
20296
0
    SetNextWindowBgAlpha(0.70f);
20297
0
    if (!BeginTooltip())
20298
0
        return;
20299
0
    Text("HoveredId: 0x%08X", hovered_id);
20300
0
    Text("Press ESC to abort picking.");
20301
0
    const char* mouse_button_names[] = { "Left", "Right", "Middle" };
20302
0
    if (change_mapping)
20303
0
        Text("Remap w/ Ctrl+Shift: click anywhere to select new mouse button.");
20304
0
    else
20305
0
        TextColored(GetStyleColorVec4(hovered_id ? ImGuiCol_Text : ImGuiCol_TextDisabled), "Click %s Button to break in debugger! (remap w/ Ctrl+Shift)", mouse_button_names[g.DebugItemPickerMouseButton]);
20306
0
    EndTooltip();
20307
0
}
20308
20309
// [DEBUG] Stack Tool: update queries. Called by NewFrame()
20310
void ImGui::UpdateDebugToolStackQueries()
20311
0
{
20312
0
    ImGuiContext& g = *GImGui;
20313
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20314
20315
    // Clear hook when stack tool is not visible
20316
0
    g.DebugHookIdInfo = 0;
20317
0
    if (g.FrameCount != tool->LastActiveFrame + 1)
20318
0
        return;
20319
20320
    // Update queries. The steps are: -1: query Stack, >= 0: query each stack item
20321
    // We can only perform 1 ID Info query every frame. This is designed so the GetID() tests are cheap and constant-time
20322
0
    const ImGuiID query_id = g.HoveredIdPreviousFrame ? g.HoveredIdPreviousFrame : g.ActiveId;
20323
0
    if (tool->QueryId != query_id)
20324
0
    {
20325
0
        tool->QueryId = query_id;
20326
0
        tool->StackLevel = -1;
20327
0
        tool->Results.resize(0);
20328
0
    }
20329
0
    if (query_id == 0)
20330
0
        return;
20331
20332
    // Advance to next stack level when we got our result, or after 2 frames (in case we never get a result)
20333
0
    int stack_level = tool->StackLevel;
20334
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20335
0
        if (tool->Results[stack_level].QuerySuccess || tool->Results[stack_level].QueryFrameCount > 2)
20336
0
            tool->StackLevel++;
20337
20338
    // Update hook
20339
0
    stack_level = tool->StackLevel;
20340
0
    if (stack_level == -1)
20341
0
        g.DebugHookIdInfo = query_id;
20342
0
    if (stack_level >= 0 && stack_level < tool->Results.Size)
20343
0
    {
20344
0
        g.DebugHookIdInfo = tool->Results[stack_level].ID;
20345
0
        tool->Results[stack_level].QueryFrameCount++;
20346
0
    }
20347
0
}
20348
20349
// [DEBUG] Stack tool: hooks called by GetID() family functions
20350
void ImGui::DebugHookIdInfo(ImGuiID id, ImGuiDataType data_type, const void* data_id, const void* data_id_end)
20351
0
{
20352
0
    ImGuiContext& g = *GImGui;
20353
0
    ImGuiWindow* window = g.CurrentWindow;
20354
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20355
20356
    // Step 0: stack query
20357
    // This assumes that the ID was computed with the current ID stack, which tends to be the case for our widget.
20358
0
    if (tool->StackLevel == -1)
20359
0
    {
20360
0
        tool->StackLevel++;
20361
0
        tool->Results.resize(window->IDStack.Size + 1, ImGuiStackLevelInfo());
20362
0
        for (int n = 0; n < window->IDStack.Size + 1; n++)
20363
0
            tool->Results[n].ID = (n < window->IDStack.Size) ? window->IDStack[n] : id;
20364
0
        return;
20365
0
    }
20366
20367
    // Step 1+: query for individual level
20368
0
    IM_ASSERT(tool->StackLevel >= 0);
20369
0
    if (tool->StackLevel != window->IDStack.Size)
20370
0
        return;
20371
0
    ImGuiStackLevelInfo* info = &tool->Results[tool->StackLevel];
20372
0
    IM_ASSERT(info->ID == id && info->QueryFrameCount > 0);
20373
20374
0
    switch (data_type)
20375
0
    {
20376
0
    case ImGuiDataType_S32:
20377
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%d", (int)(intptr_t)data_id);
20378
0
        break;
20379
0
    case ImGuiDataType_String:
20380
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "%.*s", data_id_end ? (int)((const char*)data_id_end - (const char*)data_id) : (int)strlen((const char*)data_id), (const char*)data_id);
20381
0
        break;
20382
0
    case ImGuiDataType_Pointer:
20383
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "(void*)0x%p", data_id);
20384
0
        break;
20385
0
    case ImGuiDataType_ID:
20386
0
        if (info->Desc[0] != 0) // PushOverrideID() is often used to avoid hashing twice, which would lead to 2 calls to DebugHookIdInfo(). We prioritize the first one.
20387
0
            return;
20388
0
        ImFormatString(info->Desc, IM_ARRAYSIZE(info->Desc), "0x%08X [override]", id);
20389
0
        break;
20390
0
    default:
20391
0
        IM_ASSERT(0);
20392
0
    }
20393
0
    info->QuerySuccess = true;
20394
0
    info->DataType = data_type;
20395
0
}
20396
20397
static int StackToolFormatLevelInfo(ImGuiStackTool* tool, int n, bool format_for_ui, char* buf, size_t buf_size)
20398
0
{
20399
0
    ImGuiStackLevelInfo* info = &tool->Results[n];
20400
0
    ImGuiWindow* window = (info->Desc[0] == 0 && n == 0) ? ImGui::FindWindowByID(info->ID) : NULL;
20401
0
    if (window)                                                                 // Source: window name (because the root ID don't call GetID() and so doesn't get hooked)
20402
0
        return ImFormatString(buf, buf_size, format_for_ui ? "\"%s\" [window]" : "%s", window->Name);
20403
0
    if (info->QuerySuccess)                                                     // Source: GetID() hooks (prioritize over ItemInfo() because we frequently use patterns like: PushID(str), Button("") where they both have same id)
20404
0
        return ImFormatString(buf, buf_size, (format_for_ui && info->DataType == ImGuiDataType_String) ? "\"%s\"" : "%s", info->Desc);
20405
0
    if (tool->StackLevel < tool->Results.Size)                                  // Only start using fallback below when all queries are done, so during queries we don't flickering ??? markers.
20406
0
        return (*buf = 0);
20407
#ifdef IMGUI_ENABLE_TEST_ENGINE
20408
    if (const char* label = ImGuiTestEngine_FindItemDebugLabel(GImGui, info->ID))   // Source: ImGuiTestEngine's ItemInfo()
20409
        return ImFormatString(buf, buf_size, format_for_ui ? "??? \"%s\"" : "%s", label);
20410
#endif
20411
0
    return ImFormatString(buf, buf_size, "???");
20412
0
}
20413
20414
// Stack Tool: Display UI
20415
void ImGui::ShowStackToolWindow(bool* p_open)
20416
0
{
20417
0
    ImGuiContext& g = *GImGui;
20418
0
    if (!(g.NextWindowData.Flags & ImGuiNextWindowDataFlags_HasSize))
20419
0
        SetNextWindowSize(ImVec2(0.0f, GetFontSize() * 8.0f), ImGuiCond_FirstUseEver);
20420
0
    if (!Begin("Dear ImGui Stack Tool", p_open) || GetCurrentWindow()->BeginCount > 1)
20421
0
    {
20422
0
        End();
20423
0
        return;
20424
0
    }
20425
20426
    // Display hovered/active status
20427
0
    ImGuiStackTool* tool = &g.DebugStackTool;
20428
0
    const ImGuiID hovered_id = g.HoveredIdPreviousFrame;
20429
0
    const ImGuiID active_id = g.ActiveId;
20430
#ifdef IMGUI_ENABLE_TEST_ENGINE
20431
    Text("HoveredId: 0x%08X (\"%s\"), ActiveId:  0x%08X (\"%s\")", hovered_id, hovered_id ? ImGuiTestEngine_FindItemDebugLabel(&g, hovered_id) : "", active_id, active_id ? ImGuiTestEngine_FindItemDebugLabel(&g, active_id) : "");
20432
#else
20433
0
    Text("HoveredId: 0x%08X, ActiveId:  0x%08X", hovered_id, active_id);
20434
0
#endif
20435
0
    SameLine();
20436
0
    MetricsHelpMarker("Hover an item with the mouse to display elements of the ID Stack leading to the item's final ID.\nEach level of the stack correspond to a PushID() call.\nAll levels of the stack are hashed together to make the final ID of a widget (ID displayed at the bottom level of the stack).\nRead FAQ entry about the ID stack for details.");
20437
20438
    // CTRL+C to copy path
20439
0
    const float time_since_copy = (float)g.Time - tool->CopyToClipboardLastTime;
20440
0
    Checkbox("Ctrl+C: copy path to clipboard", &tool->CopyToClipboardOnCtrlC);
20441
0
    SameLine();
20442
0
    TextColored((time_since_copy >= 0.0f && time_since_copy < 0.75f && ImFmod(time_since_copy, 0.25f) < 0.25f * 0.5f) ? ImVec4(1.f, 1.f, 0.3f, 1.f) : ImVec4(), "*COPIED*");
20443
0
    if (tool->CopyToClipboardOnCtrlC && IsKeyDown(ImGuiMod_Ctrl) && IsKeyPressed(ImGuiKey_C))
20444
0
    {
20445
0
        tool->CopyToClipboardLastTime = (float)g.Time;
20446
0
        char* p = g.TempBuffer.Data;
20447
0
        char* p_end = p + g.TempBuffer.Size;
20448
0
        for (int stack_n = 0; stack_n < tool->Results.Size && p + 3 < p_end; stack_n++)
20449
0
        {
20450
0
            *p++ = '/';
20451
0
            char level_desc[256];
20452
0
            StackToolFormatLevelInfo(tool, stack_n, false, level_desc, IM_ARRAYSIZE(level_desc));
20453
0
            for (int n = 0; level_desc[n] && p + 2 < p_end; n++)
20454
0
            {
20455
0
                if (level_desc[n] == '/')
20456
0
                    *p++ = '\\';
20457
0
                *p++ = level_desc[n];
20458
0
            }
20459
0
        }
20460
0
        *p = '\0';
20461
0
        SetClipboardText(g.TempBuffer.Data);
20462
0
    }
20463
20464
    // Display decorated stack
20465
0
    tool->LastActiveFrame = g.FrameCount;
20466
0
    if (tool->Results.Size > 0 && BeginTable("##table", 3, ImGuiTableFlags_Borders))
20467
0
    {
20468
0
        const float id_width = CalcTextSize("0xDDDDDDDD").x;
20469
0
        TableSetupColumn("Seed", ImGuiTableColumnFlags_WidthFixed, id_width);
20470
0
        TableSetupColumn("PushID", ImGuiTableColumnFlags_WidthStretch);
20471
0
        TableSetupColumn("Result", ImGuiTableColumnFlags_WidthFixed, id_width);
20472
0
        TableHeadersRow();
20473
0
        for (int n = 0; n < tool->Results.Size; n++)
20474
0
        {
20475
0
            ImGuiStackLevelInfo* info = &tool->Results[n];
20476
0
            TableNextColumn();
20477
0
            Text("0x%08X", (n > 0) ? tool->Results[n - 1].ID : 0);
20478
0
            TableNextColumn();
20479
0
            StackToolFormatLevelInfo(tool, n, true, g.TempBuffer.Data, g.TempBuffer.Size);
20480
0
            TextUnformatted(g.TempBuffer.Data);
20481
0
            TableNextColumn();
20482
0
            Text("0x%08X", info->ID);
20483
0
            if (n == tool->Results.Size - 1)
20484
0
                TableSetBgColor(ImGuiTableBgTarget_CellBg, GetColorU32(ImGuiCol_Header));
20485
0
        }
20486
0
        EndTable();
20487
0
    }
20488
0
    End();
20489
0
}
20490
20491
#else
20492
20493
void ImGui::ShowMetricsWindow(bool*) {}
20494
void ImGui::ShowFontAtlas(ImFontAtlas*) {}
20495
void ImGui::DebugNodeColumns(ImGuiOldColumns*) {}
20496
void ImGui::DebugNodeDrawList(ImGuiWindow*, ImGuiViewportP*, const ImDrawList*, const char*) {}
20497
void ImGui::DebugNodeDrawCmdShowMeshAndBoundingBox(ImDrawList*, const ImDrawList*, const ImDrawCmd*, bool, bool) {}
20498
void ImGui::DebugNodeFont(ImFont*) {}
20499
void ImGui::DebugNodeStorage(ImGuiStorage*, const char*) {}
20500
void ImGui::DebugNodeTabBar(ImGuiTabBar*, const char*) {}
20501
void ImGui::DebugNodeWindow(ImGuiWindow*, const char*) {}
20502
void ImGui::DebugNodeWindowSettings(ImGuiWindowSettings*) {}
20503
void ImGui::DebugNodeWindowsList(ImVector<ImGuiWindow*>*, const char*) {}
20504
void ImGui::DebugNodeViewport(ImGuiViewportP*) {}
20505
20506
void ImGui::DebugLog(const char*, ...) {}
20507
void ImGui::DebugLogV(const char*, va_list) {}
20508
void ImGui::ShowDebugLogWindow(bool*) {}
20509
void ImGui::ShowStackToolWindow(bool*) {}
20510
void ImGui::DebugHookIdInfo(ImGuiID, ImGuiDataType, const void*, const void*) {}
20511
void ImGui::UpdateDebugToolItemPicker() {}
20512
void ImGui::UpdateDebugToolStackQueries() {}
20513
20514
#endif // #ifndef IMGUI_DISABLE_DEBUG_TOOLS
20515
20516
//-----------------------------------------------------------------------------
20517
20518
// Include imgui_user.inl at the end of imgui.cpp to access private data/functions that aren't exposed.
20519
// Prefer just including imgui_internal.h from your code rather than using this define. If a declaration is missing from imgui_internal.h add it or request it on the github.
20520
#ifdef IMGUI_INCLUDE_IMGUI_USER_INL
20521
#include "imgui_user.inl"
20522
#endif
20523
20524
//-----------------------------------------------------------------------------
20525
20526
#endif // #ifndef IMGUI_DISABLE